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

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There is a problem with the units in the pedia again:(. I am trying to add help text but it is some art or other at a guess. I will see if I can track it down.
 
There is a problem with the units in the pedia again:(. I am trying to add help text but it is some art or other at a guess. I will see if I can track it down.

Working on a bunch of stuff there at the moment so if I see something amiss I'll fix it.
 
@DH and others, new animal bug? Look into my scenario thread plz, explain or fix asap...
 
@Pit,
Over time the more animals you use for Culture and Science the base number of Culture and Science it gives will increase. Now as to what is the trigger to get the increased numbers, I don't know if it's a number of units used or a building built.

JosEPh
 
Hill of Tara can be built in Chiefdom, Despotism, Monarchy or Theocracy. This grants a free Chief Hut in all cities, but Chief Huts can only be built in Chiefdom, so this Wonder is quite useless with the other three civics.

Perhaps the limitation of Chief Huts should be lifted a bit, since this is evidently not the home of the civ's ruler (that is the Palace), but the home of the local ruler. It would be possible to have a monarchy consisting of tribes, like the Kingdom of Israel or the Holy Roman Empire in the beginning.

OTOH types of government like democracy usually forbid authoritarian rule even at the local level, so those governments should not allow it.
 
Hill of Tara can be built in Chiefdom, Despotism, Monarchy or Theocracy. This grants a free Chief Hut in all cities, but Chief Huts can only be built in Chiefdom, so this Wonder is quite useless with the other three civics.

Perhaps the limitation of Chief Huts should be lifted a bit, since this is evidently not the home of the civ's ruler (that is the Palace), but the home of the local ruler. It would be possible to have a monarchy consisting of tribes, like the Kingdom of Israel or the Holy Roman Empire in the beginning.

OTOH types of government like democracy usually forbid authoritarian rule even at the local level, so those governments should not allow it.

I'll let Joe or DH field this one. Makes sense. We may need a modder with a focus on these kinds of building evaluations. This void on the team is also the reason we still have rope become unavailable to the nation at industrialism which of course makes no sense.
 
Unlike most of the other ressources, for rope there is no second tier during Medieval. In most of the other cases, the first tier can obsolete at industrialism since by then there has been a replacement for a long time.
 
Hill of Tara can be built in Chiefdom, Despotism, Monarchy or Theocracy. This grants a free Chief Hut in all cities, but Chief Huts can only be built in Chiefdom, so this Wonder is quite useless with the other three civics.

Perhaps the limitation of Chief Huts should be lifted a bit, since this is evidently not the home of the civ's ruler (that is the Palace), but the home of the local ruler. It would be possible to have a monarchy consisting of tribes, like the Kingdom of Israel or the Holy Roman Empire in the beginning.

OTOH types of government like democracy usually forbid authoritarian rule even at the local level, so those governments should not allow it.

This is one of Vokarya's unfinished wonders. It is supposed to provide other stuff that would be valid under the other government forms but we don't have tags for. In this case it is supposed to also give +1:) in all cities with your state religion. I could do that with an effect building, I think.
 
Unlike most of the other ressources, for rope there is no second tier during Medieval. In most of the other cases, the first tier can obsolete at industrialism since by then there has been a replacement for a long time.

This would be fixed by my suggestion of not having the early buildings go obsolete but have them limit the number of more advanced buildings you can build eg the Rope Factory might require 4 Rope Makers in your nation to build. (Remember all these numbers vary by map size and are turned off for OCC - One City Challenge)

There are examples now in play for Toys, Pottery, Beads, Lacquerware, and Glass. I am waiting feedback on those changed;)

There is a problem with the units in the pedia again:(. I am trying to add help text but it is some art or other at a guess. I will see if I can track it down.

I found this. It was my fault, I had misspelt one of the sharks when putting help text on it:blush:
 
Just updated to ver. 8979 after recalculating variables I'm getting a non-fatal error

Current assets are missing in-use class BUILDINGCLASS_EXCILE_PRACTICES - any instances will have been removed.

I'm not noticing any negative effects from that error so far.
 
Just updated to ver. 8979 after recalculating variables I'm getting a non-fatal error

Current assets are missing in-use class BUILDINGCLASS_EXCILE_PRACTICES - any instances will have been removed.

I'm not noticing any negative effects from that error so far.

:D Of course you are, there was a spelling error in the key for the definition. You just need to rebuild the building. If this wasn't C2C such a change would have broken saves. In C2C it gets past the problem and notifies you that there was a problem.
 
Just updated to ver. 8979 after recalculating variables I'm getting a non-fatal error

Current assets are missing in-use class BUILDINGCLASS_EXCILE_PRACTICES - any instances will have been removed.

I'm not noticing any negative effects from that error so far.

:D Of course you are, there was a spelling error in the key for the definition. You just need to rebuild the building. If this wasn't C2C such a change would have broken saves. In C2C it gets past the problem and notifies you that there was a problem.

Yup. Thanks for giving the answer there DH.

There are examples now in play for Toys, Pottery, Beads, Lacquerware, and Glass. I am waiting feedback on those changed
Given the emergency state of affairs concerning rope, perhaps you could add rope to the list of prototypes you're testing. It'll be a little bit before I can personally playtest this out but I know that Industrial creates a sudden collapse thanks to the loss of rope. And that's a fairly major problem now that we're finally getting folks playing that late into the game.

In fact, it's kinda cool how advanced many games I'm seeing are. Certainly goes to show that the values get dramatically intense though. Truly balancing (and debugging the overflows) for the game to get a nice smooth transition through to the end is going to be very challenging for sure. Not my focus yet to resolve all that but eventually... eventually.
 
Given the emergency state of affairs concerning rope, perhaps you could add rope to the list of prototypes you're testing. It'll be a little bit before I can personally playtest this out but I know that Industrial creates a sudden collapse thanks to the loss of rope. And that's a fairly major problem now that we're finally getting folks playing that late into the game.

Yeah, I had come to that conclusion too. It should be in my next update;)
 
@Pit,
Over time the more animals you use for Culture and Science the base number of Culture and Science it gives will increase. Now as to what is the trigger to get the increased numbers, I don't know if it's a number of units used or a building built.

JosEPh

No must be bug, its only in one city, look the screenshots in my scenario thread... when i hunt a new animal in another city the bouns is normal.

Looks like a problem for Dancing Hoskuld.

ALSO: When that isnt a bug it needs to be changed, so i get 10 animals a turn, that will give me every 1-2 turns a new tech with this high bonus.

EDIT: Ok i tested deeper, that is caused when you build the building cave paintings and works only for the city you build cave paintings in, also nothing telling that in the pedia, so that sucks 10 to 6 times higher the bonuns now, that gives me by 10 animals that i get in 1-2 turns every 1-2 turns a new tech, so needs to be changed or there is a clickable option needed to disable that the bonus will not increase. Disrupting gameplay and making techs to easy to get.

Can you make a option to disable the science bonus from animals? Limiting it to culture? Or make a option where we can disable that the bouns will not increase and stay on +25 culture and + 12 research for the complete game. So no game with long research times is possible now anymore. Getting every 1-2 turn a new tech really sucks.
 
No must be bug, its only in one city, look the screenshots in my scenario thread... when i hunt a new animal in another city the bouns is normal.

Looks like a problem for Dancing Hoskuld.

ALSO: When that isnt a bug it needs to be changed, so i get 10 animals a turn, that will give me every 1-2 turns a new tech with this high bonus.

EDIT: Ok i tested deeper, that is caused when you build the building cave paintings and works only for the city you build cave paintings in, also nothing telling that in the pedia, so that sucks 10 to 6 times higher the bonuns now, that gives me by 10 animals that i get in 1-2 turns every 1-2 turns a new tech, so needs to be changed or there is a clickable option needed to disable that the bonus will not increase. Disrupting gameplay and making techs to easy to get.

Can you make a option to disable the science bonus from animals? Limiting it to culture? Or make a option where we can disable that the bouns will not increase and stay on +25 culture and + 12 research for the complete game. So no game with long research times is possible now anymore. Getting every 1-2 turn a new tech really sucks.

I have not been able to replicate the problem :(. I can't fix it if I can't replicate it.
 
I have not been able to replicate the problem :(. I can't fix it if I can't replicate it.

Ok load my savegame please, look into city mohawk it has cave paintings, there animals give you the high bonus, look in washington it dont has cave paintings there you get normal animal bouns. Add in WB the building cave paintings to washington and use the tracker east of whashington to subdue a animal, then you get the high bonus in washington also as you see...
 

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I know why. It is Cave Paintings but the value is adjusted by game speed and map size. On my snail/huge the values provided are reasonable.

It is in Subdue_Animals_CIV4UnitCombatInfos.XML, first definition
  • 1 and 2 with no buildings
  • 5 and 10 with cave paintings
  • 7 and 10 with scribe
  • 10 and 5 with library
  • 15 and 3 with university
 
And now what can we do? New option to disable this increase or what do you think can be done?
 
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