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

However, if you don't skip promoting the unit for a number of levels, does it give the same problem?

It looks exactly like this: I qualified up couple of units (at level 11) and then have not promoted them for a while (earned 50-100XP above). And then selection of any promotion skipped any gained quality up promotions.
Here is save: https://mega.co.nz/#!ZF4kXISD!5I5oXTuhG-7-9BY6cftTHhd6v_5mz2ki_PZUgPvt3Yw
Just try to promote Drake (Privateer).

P.S. No such problem if unit promotes every level.

is there an upgrade taking place in there somewhere?

I thought about it for a moment, and then realized that my hero units were affected as well. So, repro scenario should be simple as I described.
 
It looks exactly like this: I qualified up couple of units (at level 11) and then have not promoted them for a while (earned 50-100XP above). And then selection of any promotion skipped any gained quality up promotions.
Here is save: https://mega.co.nz/#!ZF4kXISD!5I5oXTuhG-7-9BY6cftTHhd6v_5mz2ki_PZUgPvt3Yw
Just try to promote Drake (Privateer).

P.S. No such problem if unit promotes every level.
Alright... thanks for the save. Leave it there for a bit and I'll get to it when I can (soon.)

In the meantime... stop waiting so long to promote ;) lol
 
Alright... thanks for the save. Leave it there for a bit and I'll get to it when I can (soon.)

In the meantime... stop waiting so long to promote ;) lol

OK!
Ah, I wish I could force great admiral to be born and use its cheater promotions on my naval units right away ;)
And usually my dreams are ruined by great hunter birth (anybody actually uses great hunters?)
 
OK!
Ah, I wish I could force great admiral to be born and use its cheater promotions on my naval units right away ;)
And usually my dreams are ruined by great hunter birth (anybody actually uses great hunters?)

You have more control over what gets born than you may realize. It all depends on what you're fighting with. If you reduce the hunters and recon units you put out in the field and increase the number of naval combatants - then get them into plenty of fights - you should be able to get your admiral quickly doing this.
 
OK!
Ah, I wish I could force great admiral to be born and use its cheater promotions on my naval units right away ;)
And usually my dreams are ruined by great hunter birth (anybody actually uses great hunters?)

I developed them and I use them a lot. By the time I am mostly not getting them I have only two left over for golden ages. 4-5 in my capital for food and exp, 3 for their wonders (one land hunting and two sea hunting promotions) plus one master hunter unit. All the extras are saved for golden ages.

You have more control over what gets born than you may realize. It all depends on what you're fighting with. If you reduce the hunters and recon units you put out in the field and increase the number of naval combatants - then get them into plenty of fights - you should be able to get your admiral quickly doing this.

Are Great Admirals active? I have not seen any points towards them from naval combat. Or don't rafts and catamarans count as naval?
 
Those are probably explorer units - thus not naval combatants, albeit naval units.

And yes, the Admiral should be active... just wouldn't likely see one until later in the game after the exploration eras.
 
Rafts don't act like explorer units since they can't enter enemy territory without declaring war.

We should probably check them then and correct them to Naval Combatant if they are currently an Explorer class.
 
Latest SVN, I got non-fatal warning during load:
Current assets are missing in-use class UNIT_BTAPIR, all instances will have been removed.

same for plenty other TAPIR units, MT_TAPIR etc.
 
They are explorer units.

Also another bug is that the bNoBadGoodies tag is not working for sea goody huts.
Ok. Will resolve first tonight and the second is noted. Thanks!
Latest SVN, I got non-fatal warning during load:
Current assets are missing in-use class UNIT_BTAPIR, all instances will have been removed.

same for plenty other TAPIR units, MT_TAPIR etc.

Feature, not bug. This just means a change that would normally have meant your savegame would be now incompatible has been instead successfully adjusted to in the game.
 
You have more control over what gets born than you may realize. It all depends on what you're fighting with. If you reduce the hunters and recon units you put out in the field and increase the number of naval combatants - then get them into plenty of fights - you should be able to get your admiral quickly doing this.

Then I have question :)
Do great general/admiral/hunter odds work like great specialists? (e.g. I have 30XP from combatants, 10XP from hunters, 5XP from navals => 66% GG, 22% GH, 11% GA)
Or it is accumulative? (... => 30/500XP GG, 10/100XP GH, 5/1000XP GA)
 
Latest SVN, I got non-fatal warning during load:
Current assets are missing in-use class UNIT_BTAPIR, all instances will have been removed.

same for plenty other TAPIR units, MT_TAPIR etc.

Yea, my fault I changed the name keys mostly because I could not tell the difference between MTAPIER and MTTAPIER. Since I am the one doing the buildings and such with them it is good if I don't get them mixed up. As TB says if I had done that in other mods you would not have been able to continue playing you current game. With our save compatibility stuff such changes don't break saves and give the warning so you know that your subdued units have gone.

You may have the same with rhinoceros units with my latest changes. Those changes are mostly to make the game more easily changed to what you want by allowing you to select the complexity of the ecology. Eventually it will mean that we can have a light version just via options.
 
Then I have question :)
Do great general/admiral/hunter odds work like great specialists? (e.g. I have 30XP from combatants, 10XP from hunters, 5XP from navals => 66% GG, 22% GH, 11% GA)
Or it is accumulative? (... => 30/500XP GG, 10/100XP GH, 5/1000XP GA)

It's more cumulative. You build xp against an overall total needed to birth a GMP(Great Military Person). What units are earning xp will earn them towards specific GMP types. Whatever type has built up the most since the last GMP was birthed will be the next type that is born. However, when one is born, only the type that has been birthed will have it's amount reset (though the total amount to get to the next is fully reset). So over time even a small amount of buildup towards a particular type will eventually pay off with that type being born.

You can track what's taking place in the hoverover help panel that shows up when hovering over the GMP icon and red tracking bar on the main interface.
 
Aren't they handled in the GoodyIslands.py or don't we use thát python anymore?

The GoodyIslands python is used, it turns the generated barbarian land units into water units. Those barbarian land units are coming from bad goody results not the python.

Currently it does not changed the discovered your units into water units. It needs to check if the generated land unit can board any of your ships first. Even then converting it to a water based unit can leave it stranded if it can't cross oceans.
 
I loaded yesterday the latest SVN to start a new game after some month not playing CIV IV
Now I have the problem that the game CTD a few turns into the game, think at the time previous the reminder for the Bug screen would show.
Its absolute reproducible over different game starts and also from save just 1 turn before the CTD.
Any tips what I can do?
 
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