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

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After running some tests I have come to the determination that it's necessary to turn both on at setup to get it to work properly. Apparently the mod load sequence impacts things before the game can automatically set SM if SM Uncut is set. I've added that note to the text for SM Uncut.

Are you saying the Neanderthals are taking the invisibility promos? They'd be a low group size so I suppose they have some innate invisibility to an extent.

Not all animals can see camouflage very well. If you give them an enhancement with a promo it would give them that advantage over almost all the animals out there. However, there are some further adjustments to come for units and I'm about to be doing a final audit on the review of those units and will be looking to strengthen their hiding capabilities. Unit stats aren't yet really updated to the new systems as they should be yet. But I'm pretty much there now to start working on that.

As for the 'sleuths' killing them quickly, are they picking up the wanted promotion quickly once inside cities? I'd be surprised if it's very hard for criminals to stay un-wanted for quite an extended period. And LE units shouldn't be able to arrest a unit that isn't 'wanted'.


Ok but i am talking about barbarian animals, not ones i have captured, my thief's and rogues are getting killed, but i wonder if they are attacking, them, didnt look at that?? but why would they attack a str 5, when thiefs are 1 str and rogues 3 str??
 
Ultimately, what you're wanting is for units that haven't used up their movement to remain in the selection group or stay selected after attack right? Even if the unit cannot attack more than once in the round?
Yes, exactly. Attack with a high mobility unit and then move to safety or start heading towards the next target for the next turn, these are basic strategies for me.

Any unit that has been removed from the selection group will be 'paused' as you put it and out of the cycle to come up again by the end of the round. That part sucks and is unavoidable.
Here the units do not come up at the end of the cycle (unless my memory is fading much more quickly than I thought). They are only available the next turn or when I select them by hand.
 
No... the problem is real. At the moment invisibility types are only assigned by combat class and there's not an innate camouflage ability on criminals because later game criminals won't have camouflage invisibility at all. This means that the camouflage on the units themselves still needs to be added. And I'm reviewing those design charts this week with some of the game feedback since the dynamic was added in mind. By this time next week I'll be adding techs and units and adjusting the statistics on these units to fall in line with the plans that have inspired all these coding developments. I'm doing some preliminary promos for that today but there are numerous further promo modifications to come after the basic design structure is in place.

The crystal has almost manifested in full here.

Which will mean I'll be seeking a lot of assistance from the unit art side of things soon!
 
Yes, exactly. Attack with a high mobility unit and then move to safety or start heading towards the next target for the next turn, these are basic strategies for me.
Solved and pending a commit. There were some OLD OLD OLD flaws in rationale involved in this stuff that perhaps I would've caught much earlier if it was working as intended before. The recent fix brought an old bug back to light. And while I glossed over those function calls when I started here as a modder, a few moments of research and they all made total sense this time. And there were flaws. Very visible flaws. Fixed.

Here the units do not come up at the end of the cycle (unless my memory is fading much more quickly than I thought). They are only available the next turn or when I select them by hand.
I was saying they wouldn't. Once removed from an active selection list they get forgotten unless you hand select them later or go to the next turn, as you explained.

The problem came down to an old logic from before we even began on this mod. If the unit can't move OR the unit doesn't have blitz then remove it from the selection group after the attack. Big problem with that logic. And those statements have been there since before I was here but again, a deeper bug was covering up the problem.
 
Every now and then when I press (right) alt to upgrade all units of a type my mouse goes to the top corner of my screen which is way outside the game window. This has happened at least three times this morning.
 
I attacked a barbarian city and over-took it, but it didnt either get razed, because of only 1 pop, OR i didnt take control of it as MY city, it REMAINED a barb city even if my troops are IN city?? pic 1

Also nice to FINALLY see a Great Doctor appear, 1st one i have gotten in over 25 games, , , , pic 2
 
I attacked a barbarian city and over-took it, but it didnt either get razed, because of only 1 pop, OR i didnt take control of it as MY city, it REMAINED a barb city even if my troops are IN city?? pic 1

Also nice to FINALLY see a Great Doctor appear, 1st one i have gotten in over 25 games, , , , pic 2

This is happening because the player you're attacking has no visibility on any of the units you're sending in to invade with. I'm not sure that should make a difference. I'm going to have to figure out in the code where that part of the check is being made. I do not know for sure if it can be easily fixed but in the meantime, put the standout status promo on one of the invading units before it moves in. That's been shown to solve it. Not for the AI of course which is why it's going to be something to look into for sure.
 
This is happening because the player you're attacking has no visibility on any of the units you're sending in to invade with. I'm not sure that should make a difference. I'm going to have to figure out in the code where that part of the check is being made. I do not know for sure if it can be easily fixed but in the meantime, put the standout status promo on one of the invading units before it moves in. That's been shown to solve it. Not for the AI of course which is why it's going to be something to look into for sure.

OK, no biggy, the next turn i moved out then back in and it razed the city.
 
Something crazy happening here, i pressed next turn and i start hearing popping noises then the running man, then the arrow icon, then the popping again, running man, it keeps doing this, and i cant get out of it except to turn off my PC??

Latest SVN
 
Something crazy happening here, i pressed next turn and i start hearing popping noises then the running man, then the arrow icon, then the popping again, running man, it keeps doing this, and i cant get out of it except to turn off my PC??

Latest SVN

I'll take a look as soon as I can.
 
Is this something new, whereas MY Rogues/etc cant attack Bandit Foodpad/etc, ,??
It's because the bandit is inside a fort (palisade); rouges have bBlendIntoCity which makes them able to enter cities (including forts) without attacking.

And yes this was introduced not too long ago.

↓ Edit: ↓ I can't explain that one. ↓
 
How come then my unit cant attack enemy units, it is ON TOP of a stack of enemy units?? just doesnt seem right??

I believe the Mapinguari was made defensive only but that doesn't jive with the ambush button showing up. Not sure about that particular scenario what's going on. There's a few possibilities to what's taking place. One thing clouding diagnosis there is that the unit doesn't have any movement left. IIRC, you won't get the attack help if you can attack but don't have the movement to go anywhere this round.
 
How come then my unit cant attack enemy units, it is ON TOP of a stack of enemy units?? just doesnt seem right??

It must be that you're on a plot that's giving you a total of 2 camouflage. I did some extensive xml checking and size wouldn't be an issue here and those units don't have innate camouflage BUT the Hill adds a little and the forest adds a little and thus you have 2 invisibility vs 1 visibility. Perhaps a bit too severe to add a camo invis to hills and peaks. I'll remove that so only Marsh and Dunes will be the terrains that will add invis values. (They only do to units on foot as well.)

In the meantime, you can take full advantage of this by using the ambush attack on the units in the same tile rather than moving to attack ;)

Once you get the game debugged anyhow. Let's get that save!
 
Yeah, I started realizing that after reading your SVN post. I've gotta recompile the debug dll here to see what's happening. But I'm working on it.

EDIT: Fixed. Alberts placed a major data platform establishment in a spot that works for new games but is missed for existing games after load. Not a problem to copy it over to the update as well as having at game initialization. And I don't blame him for the oversight. Easily missed if you're only testing newly generated games after building the dll.

Compiling now and will be on the svn shortly.
 
I believe i have a never ending loop . . as i noted in post 649, same thing is happening here:

I believe it has to do with it being my LAST city and i am a minor still civ (before writing) and the enemy has over-ridden me, and the game wants to make me a NEW civ ?? because the last entry was "Switching team 8 to minor" ? dont know for sure but heres the savedgame 1 turn before the enemy is to take over my city??
 
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