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

what happens when barbarians are at the border and the border moves to where they are because a city collects enough culture?

That probably lets them in actually... it will take some further consideration to address that particular effect somewhere in the process of the border expansion event portion of the code. Good thinking.
 
It looks like an art error of some kind.

@Sparth can you please have a look at the art def for the ship Dreadnought. (Thanks in advance:)) It has a recoverable Python error when you try to check it in the pedia, and a terminal Python error if you enter the city screen where one is being built.
 
I'm not 10000% sure of the logic here but I have found a way to eliminate this as a problem. I'll try to commit it soon. I'll want Alberts to check the logic on it though.

Any ETA on this fix; I started a new game but eventually got another repeatable EoT Freeze; This time I got to play almost 1000 turns.

Another save in case it will help: View attachment 389184
 
@Sparth can you please have a look at the art def for the ship Dreadnought. (Thanks in advance:)) It has a recoverable Python error when you try to check it in the pedia, and a terminal Python error if you enter the city screen where one is being built.

Fixed
 
Any ETA on this fix; I started a new game but eventually got another repeatable EoT Freeze; This time I got to play almost 1000 turns.

Another save in case it will help: View attachment 389184

It's fixed. I just need to get it committed. My computer has been dedicated to trying to update the MP game files since before this was initially reported. Now that this is done I'll get to committing the fix for this immediately.
 
It seems that when I give a ship the Transport Troops promo, it gets the ability to transport missiles instead. I do have ships that have been promoted to transport troops, but it seems I can no longer create such.
 
It seems that when I give a ship the Transport Troops promo, it gets the ability to transport missiles instead. I do have ships that have been promoted to transport troops, but it seems I can no longer create such.

That's certainly strange. I don't understand the second half of the statement - need more definition. But I do understand the first half and I'll try to remember to look into that soon.
 
They construct a wooden palisade in the plot i try to enter. The palisade is intended to work this way?

More importantly:
Is this the case for all hidden nationality units? Do they or you have the Great Wall?
?
 
Neanderthal Warrior cultural unit has a barbarian flag but can not attack other nations or be attacked by them. Are they supposed to have hidden nationality and the ability to explore rival territory but capable of sharing tiles with units (both civilians and military) from other nations?

This confused me greatly when I met one of them when navigating a captive home. After what I thought was some time consuming cat and mouse game, I was surprised by another Neanderthal warrior who just walked to the same tile as my captive only to share the tile with it; made me feel dumb.



Edit:
@TB & DH: This has nothing to do with the great wall.
If there is a wooden palisade inside foreign culture you can not move any hidden nationality units there but you can attack and kill the unit that occupies the palisade but your unit will not move to the tile if it wins.

I think palisades and forts should act as cities for HN units; they can occupy it even if there is foreign units there, but not attack it unless at war.

This was the case before the recent functionality change of the great wall as well as after.


Edit2: If "unit 1" attacks a stack where "unit 2" defends, and "unit 2" withdraws from the battle, "unit 1" will not loose movement points. Only tested with HN units as "unit 1".
 
Barbarian Warrior cultural unit has a barbarian flag but can not attack other nations or be attacked by them. Are they supposed to have hidden nationality and the ability to explore rival territory but capable of sharing tiles with units (both civilians and military) from other nations?
I presume you mean Neanderthal Warrior right? Perhaps they weren't made bAlwaysHostile. I'll take a look here in a bit.

@TB & DH: This has nothing to do with the great wall.
If there is a wooden palisade inside foreign culture you can not move any hidden nationality units there but you can attack and kill the unit that occupies the palisade but your unit will not move to the tile if it wins.

I think palisades and forts should act as cities for HN units; they can occupy it even if there is foreign units there, but not attack it unless at war.
To an extent it is acting like a city based on what you've explained, with the only difference being 'at war'. If I'm not mistaken, HN units are kept from being able to capture cities. A unit with an unknown nationality would be a little hard pressed to keep their secret when they declare a territory to now be under the influence of a given flag. Since the designer of superforts apparently wanted forts to be attackable even during peacetime, this made it necessary for HN units to not be able to capture forts and it would appear special programming to allow the fort to be entered but not captured in such a situation has not been implemented in this case, and I can kinda see why... it's a bit of a complexity where the code is concerned. I can see how at bottlenecks this can become a bit of a problem from the perspective of a player trying to understand why the limitation exists. At some point I can look into allowing HN units to move into enemy forts without trying to capture them for their nation. But maybe its best to leave their ability to attack enemy units staffing a fort during peacetime still.

This was the case before the recent functionality change of the great wall as well as after.
The report in the way you worded it clarified things a great deal there thank you!


Edit2: If "unit 1" attacks a stack where "unit 2" defends, and "unit 2" withdraws from the battle, "unit 1" will not loose movement points. Only tested with HN units as "unit 1".
Interesting. That's certainly a bug to put on the immediate to fix list.

I will test with my rogue.

And they don't have the great wall, i have. And, taking this opportunity, my great wall don't give 1 hammer to my engineers. :-(
So are you trying to say the warlord chief can't enter their borders at all or just can't, as explained above, enter an enemy fort?

It is using standard BtS XML to say that it should. Unfortunately base BtS only adds :hammers: to Priests so I don't know if it is not working in base BtS as well.
What tag is actually being used to declare this? I can look into its processing and see what's taking place there.
 
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