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

If the value of a property is zero then it is not displayed.

Ah ok, any word on this: No myth in any AI city in my game at all now, AI is now not able to build any myth now, cant game on so... what will you do? Change the AI or change back so subdued aminmals will spawn after combat in city not at the attacking unit?
 
The hunter escort AI is about escorting hunters it has nothing to do with animals. Hunters should take those animals into the owned land if the hunter leads the group and there are more then two of them in the same group as the hunter.

They do seem to be doing this from what I could tell though I did oddly see an animal split off from the wanderer that captured him to go wandering off towards the AI nation on its own. MIGHT've had something to do with the fact that they were in the middle of a desert and terrain dmg was on. Not sure.
 
They do seem to be doing this from what I could tell though I did oddly see an animal split off from the wanderer that captured him to go wandering off towards the AI nation on its own. MIGHT've had something to do with the fact that they were in the middle of a desert and terrain dmg was on. Not sure.

You have any Myth buildings in the AI citys in your new games now?
 
If the value of a property is zero then it is not displayed.

Can you fix that please?

1. Zero is (arguably) the danger threshold level for education.

2. Zero can be a danger level for crime and maybe other properties too if they are rising fast enough.

3. Can't see any real benefit from having one property go missing every so often...
 
Can you fix that please?

1. Zero is (arguably) the danger threshold level for education.

2. Zero can be a danger level for crime and maybe other properties too if they are rising fast enough.

3. Can't see any real benefit from having one property go missing every so often...

It is somewhere in the 7,000+ lines of python I really want to split up but never get the time to.
 
So, in the space of six turns, I ran into two localisation errors, one of which applies to Mining Inc, I believe.
 

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You have any Myth buildings in the AI citys in your new games now?
Good question but I'm sure there are since a thief died trying to attack an incoming subdued Moose. lol. I've seen animals being delivered to cities.

Can you fix that please?

1. Zero is (arguably) the danger threshold level for education.

2. Zero can be a danger level for crime and maybe other properties too if they are rising fast enough.

3. Can't see any real benefit from having one property go missing every so often...
It's possible for a property, take the planned Energy property for example - or even tourism before wonders are built, to not be active until later in the game and it can be thus beneficial to have those not show unless they're active. It is rare for our properties to stay at 0 for long. And good luck finding someone with the skills to change it and the strong enough sense of priority to do so.
 
Can you fix that please?

1. Zero is (arguably) the danger threshold level for education.

2. Zero can be a danger level for crime and maybe other properties too if they are rising fast enough.

3. Can't see any real benefit from having one property go missing every so often...

It's possible for a property, take the planned Energy property for example - or even tourism before wonders are built, to not be active until later in the game and it can be thus beneficial to have those not show unless they're active. It is rare for our properties to stay at 0 for long. And good luck finding someone with the skills to change it and the strong enough sense of priority to do so.

I think that the Python asks the dll for a list of the properties and it is the dll that only provides the non zero ones.
 
Hey guys, I just updated to the new SVN and started a new game and the AI refuses to build walls. Or any defensive structure. Not one civ has done it yet.
 
This was in the current SVN build. Sorry, slipped my mind

Something is odd is up with Lizards. I see a greyed out research building called the herpetology lab which states it needs Lizards among the more mundane requirements. So I look up this mysterious other_bonus known as Lizards and see that the Lizard hunter's camps bonus needs the odd mishmash of stone and silk local as well as the hunter's camp. I see I have a town that recently hit influential and now has a 3 tile range that met the requirements. Iit was working both a stone quarry and a silk farm at the edge of its reach but both bonuses were railroaded directly to the town in question. Town had the hunters camp as well as the stone and silk both in vicinity and yet no option to build the Lizard hunter's camp.

I thought maybe the range was messing stuff up so I placed a silk next to a stone with great farmer but again, neither town with both stone and silk in vicinity as well as a hunter's camp could not even see a disabled lizard hunter camp with show all buildings on.

Something strange is going on here, I looked into the xml and did not see anything super unusual (total noob there), I even tried to world build the camp into one of the two eligible towns but nothing would stick, no lizards were forthcoming. :sadpanda:

Cheers!
-Liquidated

Try the following replacement for the file in XML/Buildings. Make a back up of the current one before you copy this one in. If it fixes the problem I'll make an update to the SVN.
 
I explained in the PM but the stone was on a peak and the vicinity bonus evidently needs the stone to be properly quarried.... thanks for the help.

Time for a mountain quarry? Am sure Toffer and I can quibble over icons :D


Cheers!
-Liq'd
 
Mountain mines do not provide any bonuses.
It doesn't matter if it's a bonues which needs a quarry or a mine / shaft mine / core mine.

In addition any other bonus (seal, walrus) located on a mountain can not be aquired.
 
Mountain mines do not provide any bonuses.
It doesn't matter if it's a bonues which needs a quarry or a mine / shaft mine / core mine.

In addition any other bonus (seal, walrus) located on a mountain can not be aquired.

I have gold and coal on mountains and get the bonus when mined.

Time for a mountain quarry?

Agreed. :)
 
Hey guys, I just updated to the new SVN and started a new game and the AI refuses to build walls. Or any defensive structure. Not one civ has done it yet.

Hi, check if the AI civ has the reqired tech to build walls in WorldBuilder.
 
Hi, check if the AI civ has the reqired tech to build walls in WorldBuilder.

Hi, it's not just walls, but all defensive structures such as earth wall, lookout post, which do not require any resources. I started in Ancient so they definitely have the tech.
 
Hi, it's not just walls, but all defensive structures such as earth wall, lookout post, which do not require any resources. I started in Ancient so they definitely have the tech.

Maybe they have other stuff that they want to build first, give them all buildings that they have in WB and leave the defense buildings out, than look if they build them when all other is build and they dont have any other building to build than the defense building.
 
Hi, it's not just walls, but all defensive structures such as earth wall, lookout post, which do not require any resources. I started in Ancient so they definitely have the tech.

It's not recommended to start in Any Era except Prehistoric. These other Era starts are not finished and will produce oddities.

Recommend to start a new game in Prehistoric Era.

JosEPh
 
It's not recommended to start in Any Era except Prehistoric. These other Era starts are not finished and will produce oddities.

Recommend to start a new game in Prehistoric Era.

JosEPh

Yes, this!

A partial list of critical start options to consider.

Spoiler :
Start as Minor Nations is a must imo. You need to get to writing to talk to the other non minor civs.

Turn off tech brokering! You can do it in game under the bug menu iirc but start with it on and stick to it, the AI's abuse the holy hell out of brokering.

I find that the pure traits developing leaders options are an interesting twist to the normal2+bad1 as culture output combines to gauge your development of traits. You can turn off the negative traits as well and take the downsides out of the positive traits if you just want to focus on progression.

More rivers, as they are far more important in this mod than in vanilla, vastly so. Map scripts with super complicated shorelines can get you a river coastal town with minimal water tiles and lots of farms + hills/peaks, making it a super amazing. High Base food and hammers are king, it's best to take the time and find one of those for your (eventual) Capital.

More bonuses is not a bad idea either since there's a metric ton of new resources, many of which really are not fleshed out well. (e.g. a corn bonus is far far more useful/powerful than a melon one, though both start off similar

Follow the Civic restrictions on number of towns, going from 1 to 4 to 8 to 12 to free means much.

If you find you do not like the ranged barrage skills on ranged units, you can play with those in game under the bug menu.

If you play with fight or flight, use unlimited unit exp. There's much more a unit needs to focus on possibly to do its job well.

Turn off vassals or at least peaceful vassalizations, if that is even an option. They were seriously annoying even in vanilla, I can only imagine what would happen in this mod


---

As for the Mountain Quarry, I'll spam it on suggestions; am sure people roll their eyes when they see me post there already!

Cheers!
-Liq
 
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