Single Player bugs and crashes v35 plus (SVN) - After the 18th of August 2014

Maybe take them off of the recon AI, define a new merchant AI (all of this was on my list of things to do here) and perhaps even make them incapable of exploring what isn't already revealed would keep their usefulness for foreign exploration to a minimum.

This seems reasonable.

Another thing I dislike is that hunters are better at recon. than scouts with the same movement points and a longer vision.

My suggestions for hunters:
-Don't give them the free promotion "Hunter Sight", it should be a choice at level up.
-"Sentry" promotion line should be unavailable for them.
-Either give them 1 less movement point ("Chasers" unit are excluded from this suggestion) or make the Speed promotion unavailable to them; personally I would like them to have 1 less speed to begin with (As hunters must move silently and calmly to catch animals off guard.) and let them have a potential for a speed promotion later.
 
-Don't give them the free promotion "Hunter Sight", it should be a choice at level up.

I think it could even be given to Scouts (or another promo extending visibility) so you can make hunting parties including hunters (to catch animals), military (to defend against barbarians) and scouts (to see threats and animals in advance). I'm currently testing something like that in (yet another) modmod :D
 
Load game CTD:

Unhandled exception at 0x0505D3B0 (CvGameCoreDLL.dll) in Civ4BeyondSword.exe: 0xC0000005: Access violation reading location 0x000000B4.

Code:
>CvGameCoreDLL.dll!CvUnit::getGroup() Line 17464	C++
 	CvGameCoreDLL.dll!CvPlayer::updateGroupCycle(CvUnit * pUnit, bool bFarMove) Line 19633	C++
 	CvGameCoreDLL.dll!CvUnit::joinGroup(CvSelectionGroup * pSelectionGroup, bool bRemoveSelected, bool bRejoin) Line 17638	C++
 	CvGameCoreDLL.dll!CvSelectionGroup::validateLocations(bool bFixup) Line 8472	C++
 	CvGameCoreDLL.dll!CvPlayer::read(FDataStreamBase * pStream) Line 25552	C++
 	CvGameCoreDLL.dll!CvPlayerAI::read(FDataStreamBase * pStream) Line 24467	C++
 	Civ4BeyondSword.exe!004affb8()	Unknown

Using latest svn: 8511

PS If you need the save game, let me know how I can upload >10MB file here.

It's not possible to upload such big files here, can you upload it somewhere else?
 
Ok, with this post I upload 2 saves, one right before conquering the enemy city of Memphis and one right after conquest. Also a screenshot of the conquered city just after conquest before recalc, and one after recalc. In these screenshots I have circled the production of the stonetool makers (goes from 6/4/4 to 4/4/4 due to recalc; all my other cities have 4/4/4), the XP of a new atlatlist unit (goes from 5 to 4) and the production of bark (goes from 8 to 7 units). Before the conquest, my empire had access to 6 bark so the city produces 2 bark directly after conquest even though it only has 1 building producing 1 bark.

If I don't use recalc, the differences persist. If you play 5 turns, you research Metal Casting (effect on stone tools maker: -1 hammer, -1 research, -1 money). As a result, the stone tools maker in all my cities drop to 3/3/3 production except the one in Memphis which will drop to 5/3/3.

It seems that most production values in the city have a non-zero baseline (ghost value) that doesn't get reset to zero on city conquest, and all production of the buildings get added to that ghost value.

P.S. these errors may seem minor but I have encountered much more extreme examples from conquering bigger cities.

I still wasn't able to replicate this issue in a new game or really fix it. It would be possible to just fix the wrong values after capturing a city but i'am trying to fix it properly. The values in the city Memphis aren't correct before the city is captured or there was something added from another source exept techs? But i wasn't able to locate the source.

The related code in the dll is complex and many people messed with it before so it is very possible that it has errors but they are hard to find.
 
This seems reasonable.

Another thing I dislike is that hunters are better at recon. than scouts with the same movement points and a longer vision.

My suggestions for hunters:
-Don't give them the free promotion "Hunter Sight", it should be a choice at level up.
-"Sentry" promotion line should be unavailable for them.
-Either give them 1 less movement point ("Chasers" unit are excluded from this suggestion) or make the Speed promotion unavailable to them; personally I would like them to have 1 less speed to begin with (As hunters must move silently and calmly to catch animals off guard.) and let them have a potential for a speed promotion later.

It was always the plan to take the extra sight and movement and give it to the recon lines and nerf these factors a bit, probably much as you propose here, to hunters. The movement I think should be equivalent to the Recon but the visibility range should definitely be the realm of the Recon over the Hunter. I get the idea they have to move stealthier etc... but the reality is that in play they won't be as effective hunters if they don't have strong movement. But the Recon should be able to match or even exceed it, and certainly match at the base before promo selections are made.

So my list of suggestions:
*Change Hunter's Sight promo to Recon Sight or Hawk's Eyes or something along those lines. Give it to Recon instead of Hunters.
*Keep base movement the same and give both hunters and recon access to the same promos that can boost speed, but perhaps make them stronger or give another unique line available to the recon.
 
I assume ensnare is entrapment since the buttons are called ensnare but they are used by the entrapment promotions.

Yeah, I think it was one I rethought the name on mid-stream.
 
Actually I don't think Hunting Sight (1 & 2) is even available to the hunter units - except for free at start for Hunters. The Pedia says that it only requires Hunter 1, but I've never been able to select it with any unit.

Maybe it's because there's no <UnitCombats> in PROMOTION_HUNTING_SIGHT1 and PROMOTION_HUNTING_SIGHT2? There's no class in "Available to" in the Pedia for them.

Regarding balance, I'd say:
- Keep (or make) Hunting sight available as a possible promotion for hunter line. If a player want to invest a promotion in that, why not?
- Remove Hunting sight 1 free promotion from hunters and give it to Scouts and further instead.
- Make Forestry promo (double mouvement in Forests) available from start (instead of requiring Combat 2), at least for Explorers/Hunters lines. I don't know if there are similar promos for other terrain types (esp. hills) but they could be changed the same. It's powerful, but the unit must still spend a promotion on that - which would mean either missing a precious Hunter promotion for hunters, while explorers' promotions remain a bit scarce due to their inability to attack.
 
So none of my saves work, what do?

I just had an idea could you try to:

  1. Start a new costum game the settings don't matter
  2. Open the Bug-Menu
  3. Enable Viewports in the General tab
  4. Exit the Bug-Menu
  5. Save the game twice and click Ok if you are asked to overwrite
  6. Go back to the Main Menu and exit the Game
  7. Start it again and Load one of the not working saved games
 
Done it - http://s000.tinyupload.com/index.php?file_id=00414603004463489407

I hope this can be fixed.

Actually it has happened on quite a number of saves (different turns) not just this one, so the bug is not that rare apparently.

Thanks for the save, we had a few other reported crashes in that area but it's a hard one to fix.


My man !!

It worked perfectly.

I'am glad that it helped.



@ALL

I never used Viewports so i have to ask, was it ever possible to load saves which where saved with Viewports enabled after turning Viewports off?

Because if it was there is something wrong now and that should be fixed at some point.
 
I do remember loading viewport enabled games without viewports just fine.

However it wasn't using the BUG option.
 
It looks like all the automate buttons are pink. Also shamanism.
 
I still wasn't able to replicate this issue in a new game or really fix it. It would be possible to just fix the wrong values after capturing a city but i'am trying to fix it properly. The values in the city Memphis aren't correct before the city is captured or there was something added from another source exept techs? But i wasn't able to locate the source.

The related code in the dll is complex and many people messed with it before so it is very possible that it has errors but they are hard to find.

Well, I notice the economy errors but I don't know where they come from, or how to replicate them other than that they always appear whenever I conquer an enemy city. And I had it in C2C version 33 on a different PC so maybe it is something in the specific generate-game settings of my games that trips it? I have no idea what to do with this.

Did you get the same bugged values when you conquered the city in my save-game?
 
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