Single Player bugs and crashes v36 plus (SVN) - After the 24th of October 2015

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Ok, look, understand the complexity you're interacting with here. If you give him access to the same promotion, you'll only make it so that the units he commands gets the movement and combat modifier.

You COULD make it so that movement modifiers don't affect the units and instead affect the commander. But if you then open up the Quick March status to the commander, all his commanded units would suffer the combat modifier penalty even if they aren't using the status themselves and if they ARE using it AND the commander is, that would total to -100% combat modifier right? Wow.

If you then take combat modifiers given to the commander away from the units he commands then you've taken away most of the whole point of having a commander.

You would have to build entirely new tags to let the commander have these affects work for him alone and it's simply too much data to spend on the issue. However, if we make it so that some units can carry the commander with them then that solves the whole thing with a little extra AI work.

The situation is not as simple as it may seem because the way commanders work is to give their bonuses to the units they command through the same modifier tags as promotions normally give the unit itself the same ability. Aka the tag iCombatPercentage (or whatever it actually is) applied to a promotion given to a normal unit would add to the combat modifier of the unit, whereas the SAME tag given to a commander doesn't actually affect the commander at all but rather the bonus passes through to the troops he commands. If you wanted to do this for the commander himself you'd need an entirely new tag that doesn't pass its values to units under command. This then makes the whole mechanism's efforts to be data efficient completely moot.

There's too many other things to spend our data on and I'll be needing to make room at some point soon for more things and hopefully to shave enough data on units to cut it down overall by the time we're said and done with units in C2C. Adding things like this would be frivolous if we can solve it another way that doesn't cost the data.
 
We will mod it so a land unit can transport troops, including the field commander, just like there are boats dedicated to transporting troops.

Sounds good to have trucks and prime movers later in game, but for the early timelines units should stay limited to its feets, so will be cool if you get the commander able to use forced and quick march.

OK TB, find a good solution, maybe there is a way you dont need land transport units to early in the timelines. Will be ok mostly when units can only force/quick march without a commander if it is to hard to make this work. Alternativly just give the commander +1 movement range, so he will not go alone but he can keep up with force marching troops.
 
Sounds good to have trucks and prime movers later in game, but for the early timelines units should stay limited to its feets, so will be cool if you get the commander able to use forced and quick march.

OK TB, find a good solution, maybe there is a way you dont need land transport units to early in the timelines.
To do that, we COULD have an on-foot transport unit - an elite person escort if you will. Even if on foot, that unit could itself be given a forced or quick march. (Maybe they carry him on their shoulders. lol)
 
Alternatively just give the commander +1 movement range, so he will not go alone but he can keep up with force/quick marching troops. That will fix this problem at all.

Will be more realistic as it is now that every infanty unit can force/quick march on foot... early transport units are unrealistic, make land transport units like trucks or mechanized prime movers later in game.
 
Every time we add land transport we are reminded that the AI has no idea about such a thing and wont use it. Making the ai play worse.
 
Stack Attack, I have both on and always do;), is not working. The first unit attacks then I have to attack again with the rest. Sometimes they also split.
 
Every time we add land transport we are reminded that the AI has no idea about such a thing and wont use it. Making the ai play worse.
I've got some work on that planned this version.

Stack Attack, I have both on and always do;), is not working. The first unit attacks then I have to attack again with the rest. Sometimes they also split.
Yeah. This is bugged and has been for years. It's going to require serious retooling to get it working properly again.
 
It was working fine up until a few versions ago, ie it was OK last weekend. It is even worse if the defender is a set dog units. They can only be attacked one at a time.
 
It was working fine up until a few versions ago, ie it was OK last weekend. It is even worse if the defender is a set dog units. They can only be attacked one at a time.

I may be able to resolve this but I'll need an original CvUnit from when we started here. Anyone know where I can get my hands on one of those?
 
I think something has happened to the Size Matters, i have ALOT of units with 2 size ups but cant get any to merge into 3 ups or higher??

Also noticed after the latest SVN that turn times have almost tripled?? Anyone else notice this?? It went from 14 seconds to over 36 sec/
 
I think something has happened to the Size Matters, i have ALOT of units with 2 size ups but cant get any to merge into 3 ups or higher??

Also noticed after the latest SVN that turn times have almost tripled?? Anyone else notice this?? It went from 14 seconds to over 36 sec/

Haven't noticed turn time increases though as you play you'll get those as you go. There's a slight cause for slowdown in the last update but unless I've done something really unoptimaly I wouldn't think it would have a noticeable impact. I'll review to be sure though.

As for the SM stuff you are limited to a number of merge or splits equal to the numeric count of the era you're in. Thus in Prehistoric you can merge or split once. In Ancient up to 2 times. In Classical up to 3 and so on. Been seriously considering limiting this even further to 1 per 2 eras.
 
Haven't noticed turn time increases though as you play you'll get those as you go. There's a slight cause for slowdown in the last update but unless I've done something really unoptimaly I wouldn't think it would have a noticeable impact. I'll review to be sure though.

As for the SM stuff you are limited to a number of merge or splits equal to the numeric count of the era you're in. Thus in Prehistoric you can merge or split once. In Ancient up to 2 times. In Classical up to 3 and so on. Been seriously considering limiting this even further to 1 per 2 eras.

Yeah if you look at the # of turns i have in the pic i am only in the ancient era(395 turns), and only play with 7-8 civs total. But again i have an older PC with a less than great graphics card, a ATI 5700, and no SSD

As for SM, i never knew that, good to know . .BUT earlier i was getting to merge up to 4 times in Classical before . . for me, if you go the 1 for 2, you might as well just take SM out of C2C. Because thats what different units now in C2C are for . .at least i see it that way, but i will go with the consensus of what others like/dislike . .
 
My concern is more towards later in the game... will it cause players to infinitely hesitate so as to build up to units that cannot possibly be obtained? Either that or set a limit of 3 merges period. I'm not sure. It's all very debatable. In my last real game once I got to classical it started feeling like 3 merges was a LOT as it was.

As I was looking at another guy's save here I ran a few tests to ensure that my latest changes aren't causing a great slowdown and while I'm adding a means to improve the speed of the check, it really still shouldn't be the primary issue. Once civs start getting to war with each other though you'll have some turns take longer than others for sure. Since you may not be witnessing the war it may seem out of the blue.
 
As I was looking at another guy's save here I ran a few tests to ensure that my latest changes aren't causing a great slowdown and while I'm adding a means to improve the speed of the check, it really still shouldn't be the primary issue. Once civs start getting to war with each other though you'll have some turns take longer than others for sure. Since you may not be witnessing the war it may seem out of the blue.

Yeah, i keep forgetting about that . .
 
Ok the AI is doing better after 180 turns, they can hold there gold mostly and they can keep up with the player better on eternity and deity, good job. I will see in the next 200 turns when they start hunting more if they all build more myths. Shaka is doing good now, also he already build a myth! But i see one problem, the AI cant use the red shield button as it looks like, so the AI is not unsing the tribal guardian to reduce the crime. Better make the tribal guardian directly to give that crime reducing bonus without the need to order him to do so, so the AI will get this bonus and keep crime lvl down. Look screenshots...
 

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