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

Looting will show up at 250 crime level.

Preh Era now only has 8 crimes revealed:
Kidnapping (325), Murder(500), Rape(370), Mugging(150), Burglary(125), Fighting(100), Gangs(300), Looting(250).

Timeline Tampering is the Highest level for a crime to show and it's minCrime level is 1000. Most Crimes will be revealed thru the Eras below 500 minCrime level.

JosEPh

Will still drive the AI civs bankrupt. -75 at 250, no chance for the AI civs. Look china has already +350 crime with no tourism. You sure you removed pickpoket? And it still showing up for me in current game?
 
Did you start a new game From SVN 8775?

If not start another one.

JosEPh
 
Look! That will be the same after new game is started! They will go bankrupt totaly. Damn LOOK! http://forums.civfanatics.com/attachment.php?attachmentid=399536&d=1445107385 ;) As soon as they get warfare they are bankrupt.

I dont want to start a new game, weeks of play... :cry:

Dancing Hoskuld said try a Re-Calc ( CTRL/Shift/T iirc) and see if the changes show up. If they do not then sorry...New game or play with what you got. Updating to latest SVN should have had a pop up screen asking if you wanted to do a Re-Calc when you reload your game. That pop up should never imho be ignored.

JosEPh
 
You are right Noriad2, Tourism is a by product of a modder who moved on and never checked to see it's total effects upon Crime. This was/is another of my "concerns/gripes" about crime property being interwoven into everything else.

JosEPh

Something should be done (if it hasn't already) about Tourism in the prehistory before v36. After Masonry you can hire extra guards, and Tourism still makes so much money your will still make a profit from it. But that option is not available before Masonry.
 
my latest svn has cartheft error in the loadup file says file is in wrong place or something like it.

ggm
 
Dancing Hoskuld said try a Re-Calc ( CTRL/Shift/T iirc) and see if the changes show up. If they do not then sorry...New game or play with what you got. Updating to latest SVN should have had a pop up screen asking if you wanted to do a Re-Calc when you reload your game. That pop up should never imho be ignored.

JosEPh

No, its recalculating after update already, if you dont change looting to exist at +250 crime all AI civs will go bankrupt and fall back even more, AI sucks already, i have twice techs as they got on deity, now the AI will suck totaly, new game will not help because same problem will be there again, at +250 crime no civ can get enouth gold and workers to keep operating because the looting crime gives them -75 gold.

Goodnigth. ;)
 
Something should be done (if it hasn't already) about Tourism in the prehistory before v36. After Masonry you can hire extra guards, and Tourism still makes so much money your will still make a profit from it. But that option is not available before Masonry.

Thats cool that you can make a profit... so its worth to build the correct wonders as first civ. And yes, no early police unit to control the crime that tourism is making. But the AI civs will go bankrupt without tourism also. China has no tourism now and +350 crime. Before the crime change you can keep the crime at a lvl where you can make a profit from the tourism when you build all anti crime buildings, but now you will get so many -gold from crime that your maintenance is always higher than your profit.
 
my latest svn has cartheft error in the loadup file says file is in wrong place or something like it.

ggm

Yes, yes it does. Working on it.

JosEPh
 
Something should be done (if it hasn't already) about Tourism in the prehistory before v36. After Masonry you can hire extra guards, and Tourism still makes so much money your will still make a profit from it. But that option is not available before Masonry.

All that would need to be done would be to make the tourism effect buildings require a later tech like Classical Lifestyle perhaps.


@SO: I'll take a look at your save to see if anything stands out but it's just as likely in the early game that it's the same delay we looked at last time. Animals and barbs that spawn on an island may be looking to check if they are stranded, which seems to be our biggest delaying factor at the moment. I doubt there will be anything I can do here but I'll look.
 
@SO: I'll take a look at your save to see if anything stands out but it's just as likely in the early game that it's the same delay we looked at last time. Animals and barbs that spawn on an island may be looking to check if they are stranded, which seems to be our biggest delaying factor at the moment. I doubt there will be anything I can do here but I'll look.

Nope NO islands its an all land map.
 
Can still happen if barbs spawn in a Mountain range separated region.

Again, I'll look. But it's frustrating to be trying to get turn times lower when they're already under a minute (which is screaming fast as it is imo.)
 
Can still happen if barbs spawn in a Mountain range separated region.

Again, I'll look. But it's frustrating to be trying to get turn times lower when they're already under a minute (which is screaming fast as it is imo.)

under 20 seconds even after reaching Galactic era is better IMPO:p even after 1 million cities, lol
 
under 20 seconds even after reaching Galactic era is better IMPO:p even after 1 million cities, lol

Sure but along the way you can expect it to vary some. If its under a minute its doing pretty good regardless of the era.
 
under 20 seconds even after reaching Galactic era is better IMPO:p even after 1 million cities, lol

Sure it's Better! But is it really attainable with this old CIV IV Engine? IDTS!:D

JosEPh ;)
 
Ok, further investigation...
This is really really really really strange.
I'm finding that there are numerous tags that DO work as designed. Couldn't find an error actually.

However, I think there IS a tag that's causing trouble. It's not the UnitCombatPercent tag but its something. What we'll need to do is test one tag at a time and see which one is causing values to go wild and out of whack.

I suspect the tag causing this wild value assignment on all the unitcombat tags may be making it so that you can't see the tag values on affected units in the pedia - I loaded most tags with proxy values and this was the result on an affected unit. So I'm thinking the offending tag is indeed among those in the unitcombat section. Perhaps you could test one at a time for me and let me know when one goes whacky. I'll be looking as I can.
After removing all instances of these:

  • <UnitCombatChangeModifiers>
  • <PursuitVSUnitCombatTypesChanges>
  • <DodgeVSUnitCombatTypesChanges>
  • <PrecisionVSUnitCombatTypesChanges>
  • <ArmorVSUnitCombatTypesChanges>

from unitcombatinfos, the issue disappeared completely.

I also noticed that I've made this error in almost every instance I used <PrecisionVSUnitCombatTypesChanges> which might be the root of my troubles.
Spoiler :
Code:
			<PrecisionVSUnitCombatTypesChanges>
				<PrecisionVSUnitCombatTypesChange[B][COLOR="Red"]s[/COLOR][/B]>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iModifier>5</iModifier>
				</PrecisionVSUnitCombatTypesChange[B][COLOR="red"]s[/COLOR][/B]>
			</PrecisionVSUnitCombatTypesChanges>
I am now certain that there are no more typos in my xml and will test if the "bug" persist after fixing this typo. So in the meantime you don't need to worry about this issue, might have been a false positive/flag.
 
Yeah, I can't imagine what kind of horrors that kind of error would've produced. Good catch! And nice to know it's likely not a code issue.
 
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