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

Status
Not open for further replies.
I don't see the purpose for the coordinate restrictions on non earth maps.
The purpose is to make all starting positions vary so that every game will vary for players, enhancing replay value.
 
Personally, imo, it just causes frustration in cases like this.
 
Personally, imo, it just causes frustration in cases like this.

It's kinda supposed to. Not all nations should be equally gifted but along the way you'll have your own unique gifts other nations haven't been privy to and they will have unique gifts you haven't been privy to. The goal of C2C in this is to distance itself from the old Civ vanilla where a player can hoard every game benefit into one nation. This was a horrible weakness of the original game design because it was a major contributing factor to the runaway syndrome (where the leader cannot be caught.)

Sure we have a worse runaway problem here but that's more to do with AI flaws still I think.
 
I poked around a little closer and the problem appears to be specifically with the <ERA> attribute for TECH_DUMMY and TECH_DUMMY_NEANDERTHAL: These were changed from ERA_FUTURE to ERA_PREHISTORIC.

As I said before, I'm not closely familiar with how Civ4's XML interacts with everything, but changing these back to ERA_FUTURE stops me from selecting the building promotions during levelup, and also prevents civs from getting Native Culture (Neanderthal) when first settling. I don't understand why it works this way, given given <iCost> and especially <bDisable> would more obviously prevent the tech from being "available" but ¯\_(&#12484;)_/¯

I noticed this issue is still the case in the latest SVN, giving normal civs the Native Culture (Neanderthal) and allowing units to purchase promotions that should otherwise only be available under special circumstances.

This does have a slight affect on balance, since Neanderthal culture grants -20% food for cities to grow, and the AI may not be making intelligent purchases with the incorrectly available promotions (Hidden Nationality for its workers, for example).

As mentioned above, the fix is fairly simple (I implement it in my own games) but I don't know if it has long-term repercussions.
 
It's a matter of spawn rebalancing. Predators on the not peace among npcs game must be rare to spawn in comparison to the prey which need to spawn a lot more often. This is how it works in the real world and how it would need to work here.

Yeah, that's what I was thinking :)

Or make prey animals harder to catch for everyone. The big advantage humans had was after all cooperation and the ability to tire animals out.
 
OK lets get rid of the Myths, Story and Stories. Mark it down to a failed experiment.

It will also mean we wont need to hassle over getting spawns right by longitude and latitude meaning they will work on all maps as they will be just based on bonuses, terrain and terrain features.

We could probably also get rid of a large number of animals and subdued animals replacing them with generic ones instead eg toucans, macaws etc with parrots as there wont be the need for them any more.


The hunt for animals is just one of the many things that make this game so awesome. It really speaks to my collector gene - gotta catch them all!
 
The hunt for animals is just one of the many things that make this game so awesome. It really speaks to my collector gene - gotta catch them all!
Likewise. Even if the overcollection of animals is the number one cause of economic collapse in my games. Every animal that might conceivably be used in the future for a unique-ish building gets saved, so I wind up with a pile of dozens of subdued mouflons, ibexes, ducks, and assorted others draining my treasury.
 
It's kinda supposed to. Not all nations should be equally gifted but along the way you'll have your own unique gifts other nations haven't been privy to and they will have unique gifts you haven't been privy to. The goal of C2C in this is to distance itself from the old Civ vanilla where a player can hoard every game benefit into one nation. This was a horrible weakness of the original game design because it was a major contributing factor to the runaway syndrome (where the leader cannot be caught.)

Sure we have a worse runaway problem here but that's more to do with AI flaws still I think.

I would prefer to see such uniqueness with cultures and religion limitations, not some very artificial feeling limitation where I have the map resource but can't fully use it because I didn't find the associated animal to hunt.
 
No it is a combination of the 10 anniversary of my Dad's death and a few other not good RL things this week.

I empathize with you DH about the RL things.

OT-I still have my Dad but he turns 89 on the 6th of Sept., has Diabetes and is slipping into dementia. Mom is 82, will be 83 on the 23rd of Sept., and is his full time caretaker. They live 800 miles away.

Back on topic - like many things in the mod yes I'd like Elephants to show up with the Animal Tamer too. But like so much else here you just learn to roll with the punches and play the hand you're dealt. This Is an ever changing Mod. And I Appreciate Everything you have done for it. I say Job Well Done to all your efforts and projects. Thank you. You are a :king: of the mod.

JosEPh :)
 
I noticed this issue is still the case in the latest SVN, giving normal civs the Native Culture (Neanderthal) and allowing units to purchase promotions that should otherwise only be available under special circumstances.

This does have a slight affect on balance, since Neanderthal culture grants -20% food for cities to grow, and the AI may not be making intelligent purchases with the incorrectly available promotions (Hidden Nationality for its workers, for example).

As mentioned above, the fix is fairly simple (I implement it in my own games) but I don't know if it has long-term repercussions.
Is that all it is? That the Dummy prereqs are on ERA_PREHISTORIC rather than ERA_FUTURE? Easy change. Must've been mentioned when I was already involved in lots of other things. I'll get right on that later today.

Yeah, that's what I was thinking :)

Or make prey animals harder to catch for everyone. The big advantage humans had was after all cooperation and the ability to tire animals out.
On Fight or Flight, prey animals have pretty strong withdrawal but the hunters often have pretty strong pursuit so sometimes it does and sometimes it doesn't balance out. Another balance point will be 'Repel' which hasn't been officially included in the mod yet as I've been stuck on debugging forever. (Skunks, for example, don't tend to run but they have their own ways of not getting eaten.) The Heart of War option that includes that feature will be fleshed out eventually.

No it is a combination of the 10 anniversary of my Dad's death and a few other not good RL things this week.
My deepest apologies brother. Some things never stop being painful, they just start being more familiar.

I would prefer to see such uniqueness with cultures and religion limitations, not some very artificial feeling limitation where I have the map resource but can't fully use it because I didn't find the associated animal to hunt.
When you have the map resource but also have had to hunt the animal or you miss out, yeah, THAT doesn't feel right. Ultimately, that's the issue at hand I believe, which is why if you change the prereq from the myth to the trainer building (which you can build simply by having the resource, even if only by trade) in the case of tamed animals that correspond to a given trainer building, you have a valid solution - and that solution does NOT make the myth less valuable as the research from the myths are amazingly fun to collect, as has been mentioned. Not all myths unlock a tamed animal with the animal trainer either.
 
Missing text TXT_KEY_UNITCOMBAT_HANDHELD_RAILGUN

Hmm... Where is that being called? The text is not missing but the Key is wrong. It should be TXT_KEY_UNITCOMBAT_DIST_HANDHELD_RAILGUN or TXT_KEY_UNITCOMBAT_BACKUP_HANDHELD_RAILGUN. Probably the first of the two.
 
The event that grants Leadership to a unit is capable of targeting Gatherers, but as they don't have Leadership as a valid promotion, it just does nothing.

The event that discovers a source of Fine Clay does nothing. Possibly it isn't targeting a tile to create the bonus on properly, or something? I dunno.

Subdued Vultures still have the option to "Study an Animal", which gives a very small amount of :science:. Probably a leftover from previous versions, now superseded by "Add animal to cultural heritage".
 
The event that grants Leadership to a unit is capable of targeting Gatherers, but as they don't have Leadership as a valid promotion, it just does nothing.

I'll look into this one. edit I can't even find it:(

The event that discovers a source of Fine Clay does nothing. Possibly it isn't targeting a tile to create the bonus on properly, or something? I dunno.

I have looked at tis one a couple of times. To me it looks the same as others that properly place bonuses. Perhaps someone with out dyslexia could have a look?

Subdued Vultures still have the option to "Study an Animal", which gives a very small amount of :science:. Probably a leftover from previous versions, now superseded by "Add animal to cultural heritage".

Fix ready to be loaded to SVN
 
In my latest game GEMS appeared on the map. I am sure that they should not as we replaced them with specific gemstones and gems became a manufactured resource.
 
In my latest game GEMS appeared on the map. I am sure that they should not as we replaced them with specific gemstones and gems became a manufactured resource.

Have we kept the original Type for Gems in our assets? The core may be showing through if we haven't just redefined the gems type.
 
In some of my latest games I've seen Gems, Sapphires and Jade. I did not have the Gems but an AI did. Jade seems to be very prevalent. At least on PM maps.

JosEPh
 
Status
Not open for further replies.
Back
Top Bottom