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

SVN version 8429 (april 10 2015)

game rules bug: cannot break down city walls due to lack of defenders.

See attached save game.

The enemy city of Delhi had 125% city defense and 2 defenders: a stone spearman and a stone axeman. My attacking army consisted of war elephants, log rams and battering rams. First I sent in the log rams. After reducing the strength of the attacking units to ~ 25% of their max, my rams were no longer able to attack. However, as the city defense was still 113%, my war elephants could not attack either: city defenses must first be lowered to 80% due to Earth Wall. Which I cannot do because my rams are not allowed to attack.

So now I have a large army of rams and elephants, more than enough to crush the city, but I cannot take the city because of clashing game rules.
 

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SVN version 8429 (april 10 2015)

game rules bug: cannot break down city walls due to lack of defenders.

See attached save game.

The enemy city of Delhi had 125% city defense and 2 defenders: a stone spearman and a stone axeman. My attacking army consisted of war elephants, log rams and battering rams. First I sent in the log rams. After reducing the strength of the attacking units to ~ 25% of their max, my rams were no longer able to attack. However, as the city defense was still 113%, my war elephants could not attack either: city defenses must first be lowered to 80% due to Earth Wall. Which I cannot do because my rams are not allowed to attack.

So now I have a large army of rams and elephants, more than enough to crush the city, but I cannot take the city because of clashing game rules.

Yeah, known potential issue. I have thought of a few ways to address this but it will still be some time before I'm back in the modder seat.
 
Had to laugh when I saw this: 2015-04-14_00001.jpg

|Terraform into Muddy → Lightouse| should rather be |Beacon → A Lighthouse|

Edit: Also tamed cave bear says in pop up window that it can construct "bird cage" and "feather what's-it-called" (although it can't and shouldn't)
 
I've reported before about conquered cities having wrong values for building bonuses and food production. I'd like to add wrong XP calculation of units to that.

See attached screenshot.

A new Town Watchmen in Delhi (conquered city) is supposed to get +7 xp.

+2 from wonders and civics
+2 from military standard (animal mascot)
+3 from stick combat

However, the unit gets +13 xp instead (confirmed by building the unit) making it start at level 3 instead of level 2.

Also, despite the fact that the city is isolated from the rest of my empire, it has 2 of several resources: 2 bark, 2 baskets, 2 grass etc.

Newly conquered cities really should have their bonuses recalculated on conquest.

There have been complaints about there being "too much" of many things: too much production, too much food (city growth), too much XP etc. I think that removing ghost bonuses from conquered cities will go a long way towards balance.
 

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Great Holmegaard Hunt requires hunting instructions but hunting instructions get replaced by Master Hunter Tradition, leaving you unable to build the Great Holmegaard Hunt.
 
AI has lost control of disease and crime property of one of their cities. the 382 healers stationed in the city really caught my eye :eek:.

Hope the save can help debug the problem.
 

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  • 8800_2015-04-17_00002.jpg
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AI has lost control of disease and crime property of one of their cities. the 382 healers stationed in the city really caught my eye :eek:.

Hope the save can help debug the problem.

There two type of problems here:
- first overproduction healers instead other units or buildings
- second sheer quantity of units

Second problem can be easily fixed by increasing buidling cost of every unit. After my testing with 5x unit building cost I still thinking that cost of the units are too low. Ill try soon test game with 10x unit buidling cost and after that I strongly RECOMEND to use this setting with backup file with current building cost for players which likes lots of units.

Multiplication by 10 is easy to add to XML files because we need to add 0 after
hammer.gif
cost.
 
The over production of units probably needs the BAAI log to help diagnose what the AI is "thinking" when choosing what to build.
The strange thing is that when the properties suddenly started getting better at +800/turn all the healers disappeared when the values where still as bad as in the earlier screen-shot and I could not figure out where he hid them (must have disbanded all of them...) the city had positive rates without any of the healer present after this(strange). the problem reappeared again later in the game in the same city and the 400 healers magically reappeared as well.

I have espionage vision of all their cities and keep a close enough eye on them to be baffled by this.
 
I'm still not ready to put a whole lot of time into modding at the moment but I do understand the frustration of a repeated crash scenario.

Your CTD is now resolved SO.
 
I'm still not ready to put a whole lot of time into modding at the moment but I do understand the frustration of a repeated crash scenario.

Your CTD is now resolved SO.

Might this have fixed my CTD in post 1373 also?
 
Might this have fixed my CTD in post 1373 also?

To answer my own question FYI, no it didn't.

It may have helped, in that it took longer to crash and showed several AI's turns being processed (Korea was on screen at the CTD). I can't explain why it would still crash on the same WfoC, but at a different point, but that's what it appeared to do.

I'll try doing a recalc and see if that makes any difference.
ETA: No recalc doesn't help. Again crashed either towards the end of AI Korea's turn or the start of whoever's next.
ETA2: Just tried reverting to an old version I was on before - 8349 - and there is no crash. Problem was created between 8349 and 8429.
 
To answer my own question FYI, no it didn't.

It may have helped, in that it took longer to crash and showed several AI's turns being processed (Korea was on screen at the CTD). I can't explain why it would still crash on the same WfoC, but at a different point, but that's what it appeared to do.

I'll try doing a recalc and see if that makes any difference.
ETA: No recalc doesn't help. Again crashed either towards the end of AI Korea's turn or the start of whoever's next.
ETA2: Just tried reverting to an old version I was on before - 8349 - and there is no crash. Problem was created between 8349 and 8429.

Been a while since a dll update. Is this last one the only one in that range? My point is this suggests an art issue.
 
Been a while since a dll update. Is this last one the only one in that range? My point is this suggests an art issue.

Without Alberts magical script finding which art file is broken will be almost impossible :/
 
Is there any reason borders expand twice when hitting refined culture in a city?

(The Message and the icon only appears once, but the borders of your civ act as if you had two border expands)
 
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