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

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That's why I'm concerned. I wouldn't have thought the rider wasn't already visible. Among other units there.

EDIT: I can't look at this right away. So I'll suggest a few off things here. First, try a recalc then see if you can take the city.
 
Is the log ram now disabled from "attacking" (reducing defensive bonus) a wooden Palisade?

JosEPh
 
1. Why fighting barbarians (non-animal) gives "Hunter" bonus? - I guess this happens after fighting barbarians with Sophisticated promotion already on unit.
Interesting. Ironically it's probably for the very reason it shouldn't. Basic Combat % modifier isn't 0 (and it should be ensuring that the combat modifier is GREATER than 0 rather than simply isn't 0.) I'll check on that in the code soon.

2. Why "Hunter" promotion has any disadvantage on it? "Yeh, I fought animal (or any other barbarian - look up) when I was nearly dead, won, and now I don't know how to fight any human or vehicle...". I know it has plenty of bonuses that should fix that -strength % e.g. bonus first strike... But what about first strike immunity? And if "Hunter" has disadvantage on fighting non-animal units... then why don't "Shock" have -strenght vs ranged?
This was a design decision a while back to try to make hunters more vulnerable to non-animals. Might not really be necessary now.

//EDIT//

3. Resource Display button seems to either don't work or shows icons of only few resources (after entering WorldBuilder and loading).
We'd need more data. Are the resources worked within city radius and a path exists connecting and the resources you're expecting to show up are all trade validated by tech?

//EDIT2//

4. Epic speed, turn ~170 captive turned into Gatherer. ~171 turn Sedentary Lifestyle researched, so my Gatherer can upgrade to Worker... WTH 176 gold?! Okkk.... Captive however can be turned into Worker for free....
Captive upgrades are a special case free upgrade. You had unfortunate timing.
 
Is the log ram now disabled from "attacking" (reducing defensive bonus) a wooden Palisade?

JosEPh

If the palisade is not given the bCountsAsCity tag then yes. Rams can only attack cities.
 
Hmm... I thought DH said in the Strategy thread they used the City base. :dunno:

So what can reduce a Wooden Palisade or Fort's Defensive bonus anymore?

JosEPh
 
That's why I'm concerned. I wouldn't have thought the rider wasn't already visible. Among other units there..

OK, here is what i did, taking tmv's advise, i went back 2 savedgames to take a look at this: I then found out that you need NOT move any units FIRST then take the 1 unit and do a standout. Do a next turn, and you will see ONE unit left in the enemy city, then everything works after that, BUT dont move any units in the city, even if it looks like there are NO units there BEFORE waiting that ONE turn, you will lose ALL your siege units to the enemy otherwise.
Not good gamewise i believe, but unless TB can think of a better solution??
 
Hmm... I thought DH said in the Strategy thread they used the City base. :dunno:

So what can reduce a Wooden Palisade or Fort's Defensive bonus anymore?

JosEPh
Nothing's ever been able to. Doesn't work like a city.
OK, here is what i did, taking tmv's advise, i went back 2 savedgames to take a look at this: I then found out that you need NOT move any units FIRST then take the 1 unit and do a standout. Do a next turn, and you will see ONE unit left in the enemy city, then everything works after that, BUT dont move any units in the city, even if it looks like there are NO units there BEFORE waiting that ONE turn, you will lose ALL your siege units to the enemy otherwise.
Not good gamewise i believe, but unless TB can think of a better solution??
I'll try to fix this in the code.
 
@SO,
This is with the New Hide and Seek Option On? Or Off?

Curious if this is how a "base" game (No Combat Mod Options activated) will be played out now.

So it takes more than 2 turns to Capture a city after all "visible" enemy units are cleared out?

JosEPh
 
@SO,
This is with the New Hide and Seek Option On? Or Off?

Curious if this is how a "base" game (No Combat Mod Options activated) will be played out now.

So it takes more than 2 turns to Capture a city after all "visible" enemy units are cleared out?

JosEPh
Generally for invasion troops you'd want to keep standout on. But that shouldn't be necessary still imo. I can probably fix this in another way so that the invaders don't need to be seen to capture.
 
Hi! Playing SVN I came upon few things that IMHO are weird and should be considered bugs....
1. Why fighting barbarians (non-animal) gives "Hunter" bonus? - I guess this happens after fighting barbarians with Sophisticated promotion already on unit.

2. Why "Hunter" promotion has any disadvantage on it? "Yeh, I fought animal (or any other barbarian - look up) when I was nearly dead, won, and now I don't know how to fight any human or vehicle...". I know it has plenty of bonuses that should fix that -strength % e.g. bonus first strike... But what about first strike immunity? And if "Hunter" has disadvantage on fighting non-animal units... then why don't "Shock" have -strenght vs ranged?

//EDIT//

3. Resource Display button seems to either don't work or shows icons of only few resources (after entering WorldBuilder and loading).

//EDIT2//

4. Epic speed, turn ~170 captive turned into Gatherer. ~171 turn Sedentary Lifestyle researched, so my Gatherer can upgrade to Worker... WTH 176 gold?! Okkk.... Captive however can be turned into Worker for free....

1. I don't understand the question.

2. Because people were complaining that they could conquer whole other nations with promoted hunter units alone if they did not get those disadvantages on the promotions.

3. Zoom all the way out and back again. I think that resets/removes this bug.

4. They don't cost zero but the cost is not showing on screen but it does remove money from your treasury when you upgrade.
 
I can't get the ERA to show up next to the research bar top left anymore. And Era Colors don'twork either. Have tried all 3 settings in BUG for Era display. And in SVN 8989 the Era is not showing with any combination.

Perhaps they were connected with some of the RoM stuff that was removed recently? :dunno:

JosEPh
 
1. I don't understand the question.

Fighting in forest can give you "Forester" promotion, fighting on hills can give "Guerilla", fighting animals can give "Hunter".... While fighting barbarian clubman can also give you "hunter" promotion.... So I'm asking why?
 
@DH,

This save should have several Fruit vs Grape picker plots to see the worker actions bar with both visible/selectable. Look to the eastern cities in my empire for tiles that will show this action for workers.

This game was started with SVN 8985 and updated to 8989 this morning.

Normal, Immortal, Large PM map, 7 AI. Barbs are plentiful too. ;)

JosEPh
 
I can't get the ERA to show up next to the research bar top left anymore. And Era Colors don'twork either. Have tried all 3 settings in BUG for Era display. And in SVN 8989 the Era is not showing with any combination.

Perhaps they were connected with some of the RoM stuff that was removed recently? :dunno:

JosEPh

Nothing has yet been removed from the old RoM stuff recently. At least not since v36 was released. As far as I know.

Fighting in forest can give you "Forester" promotion, fighting on hills can give "Guerilla", fighting animals can give "Hunter".... While fighting barbarian clubman can also give you "hunter" promotion.... So I'm asking why?

That is from one of the options "Battlefield Promotions" on the BUG Options screen C2C tab. It gives a random promotion mostly based on terrain from the list of promotions that the unit can currently get if you win any battle.

@DH,

This save should have several Fruit vs Grape picker plots to see the worker actions bar with both visible/selectable. Look to the eastern cities in my empire for tiles that will show this action for workers.

This game was started with SVN 8985 and updated to 8989 this morning.

Normal, Immortal, Large PM map, 7 AI. Barbs are plentiful too. ;)

JosEPh

I had messed up on the Build definition. It did not help that for some reason we are using the same text for two actual builds _gatherer (consumes the unit) and picker (does not consume the unit). :D
 
The Ecstasy Lab can never be built because it needs Bark which isn´t available anymore this late in the game.

Well, I don´t really mind, don´t need this ugly stuff, but just sayin´ ;) ...
Bark isn't available at that time huh? Ok... Not quite sure why 'bark' was necessary at all - even if its derived in part from bark, it's all chemicals when you get down to it. The next update will take care of this by simply removing the odd prereq.

Ok here it is:
This did help for me to prove to myself that the situation had been resolved after a tweak in the code that changes the requirement from 'can coexist with any units that may be there' to that OR 'there are no visible defenders'. After the next update, we'll be putting this issue behind us for good.

I looked at the rider and used all of the promotions he had, and i didnt see a standout there.
I've come to believe, in looking at this and through some simple playtesting, that while some statuses should indeed take the full round to enact, change or remove, enacting Standout shouldn't take an action to do it. I'm changing that to bQuick but removing it stays a full round action since you need a little focus on going back into 'stealth mode'.

The plot you were attacking from must be why the rider was getting any camo invisibility... and the check for visibility would've been on the unit as it was before the move rather than after the move. The amount was so minor as to make it possible for combatants to see him from that space if they were in the city but if there were no units there, he was invisible to the player entirely once no units could see him.

Anyhow, the change should make it so that units don't have to be visible to capture a city. But if the unit has bBlendIntoCity, it still won't capture it so be aware of this when you think to capture a city with an assassin. ;)
 
Fighting in forest can give you "Forester" promotion, fighting on hills can give "Guerilla", fighting animals can give "Hunter".... While fighting barbarian clubman can also give you "hunter" promotion.... So I'm asking why?

Refer to my earlier answer where I cut to the chase and addressed this.

However, I was wrong. Checking the code and the promo, it looks like the reason for this is because the Hunter promotion qualified to be assigned due to the extra chance of a first strike it has on the promo, combined with the fact that the unit receiving the promotion has some first strike already.

Don't see a good way around that one. The suspicion regarding the combat modifier (even being negative) being a qualifier for that promo to be part of the random list of possible rewards from the battle was verified as incorrect as it does in-fact check to ensure that the combat modifier is greater than 0 on the promo.

There isn't really a 'disqualifier' portion of this check. Not until now anyhow. I've added a disqualifier segment that will disallow a promotion to be added to the list if that promotion has many potential negatives, including a negative combat modifier.

Next update will include this adjustment.
 
3. Zoom all the way out and back again. I think that resets/removes this bug.
Reading it the way you're talking about here suggests that zooming all the way out allows you to reset it to the correct setting as the options in the lower right hand corner open up to do so when you're that zoomed out. JUST zooming out and then back in I don't think automatically corrects it.
 
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