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

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The Event "Great Hunter" gives bonus promotions to Atlatists?
Should that not be to Hunters, Trackers, and Rangers?

Cheers
 
Double post but different thing.

There's a discrepancy between the City Maintenances in F2 (Financial Advisor) and the values shown in the various city screens after a while of playing. Not sure if they are there from start or if it comes after a while with having built various +gold maintenance buildings and such.
I have not made any drastic changes, and not to any calculations on City Maintenance at least, in my games, and currently, with 3 cities, they show:
-3,44 Maintenance cost (Capital),
-5,73 Maintenance, and
-19,79 Maintenance (Have a crime building in there).
-28,96 Maintenance total.

In F2 though it's stating
City Maintenance 42
which is what it is also deducting from my income, 42, and not 29.

My cities income, city per city:
43,35 (Capital)
12,00
8,40
Total of 63,75 income.
F2 shows 63, so is correct there.

54 Unit cost and 29 City Maintenance should be -83 total cost and (63-83) -20 per turn (at this precise moment, changing by removing animals I subdue every turn) but my actual gold per turn is the 54 Unit cost and 42 City Maintenance for -96 and (63-96) -33 gold per turn.

I've had this the past 3 saves but not bothered about it yet, decided to report it now that Joseph (Good work there man) has increased the costs overall so now every little bit makes a difference and I might actually need those extra 13 gold. *smile*

Cheers
 
The Event "Great Hunter" gives bonus promotions to Atlatists?
Should that not be to Hunters, Trackers, and Rangers?

Cheers
Yes but the promotion it gives is not right either. I think it is not available to the hunter line.

edit the even goes obsolete at Sedentary Lifestyle so I have made it apply to Chasers, Trackers and Hunters which are the hunting units you may have in that era. Such units will keep the promotion when they promote and new Chasers, Trackers and Hunters will get the promotion but new higher ones wont. This last is partly because they get one of the promotions anyway.

Should I make the ones they don't start with normally continue to be free to new hunter line units? The only other thing that gives this sort of thing is quests.

I have changed the first promotion to Hunting Strike 1 as it is not given free anywhere and is the closest hunter promotion to Drill 1 which was being given.

The Hunting Sight 1 option is less useful as it becomes free to later units so is a short time choice.

The Great Hunter promotion does not look that good either.

Perhaps it is time to go through each of the hunting related promotions.
 
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Double post but different thing.

There's a discrepancy between the City Maintenances in F2 (Financial Advisor) and the values shown in the various city screens after a while of playing. Not sure if they are there from start or if it comes after a while with having built various +gold maintenance buildings and such.
I have not made any drastic changes, and not to any calculations on City Maintenance at least, in my games, and currently, with 3 cities, they show:
-3,44 Maintenance cost (Capital),
-5,73 Maintenance, and
-19,79 Maintenance (Have a crime building in there).
-28,96 Maintenance total.

In F2 though it's stating
City Maintenance 42
which is what it is also deducting from my income, 42, and not 29.

My cities income, city per city:
43,35 (Capital)
12,00
8,40
Total of 63,75 income.
F2 shows 63, so is correct there.

54 Unit cost and 29 City Maintenance should be -83 total cost and (63-83) -20 per turn (at this precise moment, changing by removing animals I subdue every turn) but my actual gold per turn is the 54 Unit cost and 42 City Maintenance for -96 and (63-96) -33 gold per turn.

I've had this the past 3 saves but not bothered about it yet, decided to report it now that Joseph (Good work there man) has increased the costs overall so now every little bit makes a difference and I might actually need those extra 13 gold. *smile*

Cheers
We've been discussing this issue in another thread just yesterday. So THANK YOU for posting such a great detailed breakdown of the issue here so it puts it on the official debug queue for me!
 
The Hunting Sight 1 option is less useful as it becomes free to later units so is a short time choice.
I've not had the time to bring this up but I strongly feel this should be the domain of Recon rather than hunting. Don't get me wrong, it makes sense for the hunter too but I'd like to give recon units the better access to improved visibility distance to help differentiate and give more value to the recon line which I think needs a little more purpose than it currently has. By giving it to hunters, we devalue recon a little. So if we could without objection I'd like to see hunters lose this promo line and a similar one be made for recon only instead. Won't personally have time to do that for a while but what do you think? I know it initially was put in place to replace the old Hawks... (which I REALLY liked if we could have restricted them from recon missions and just had them for truly minor air strike attacks!)
 
I've not had the time to bring this up but I strongly feel this should be the domain of Recon rather than hunting. Don't get me wrong, it makes sense for the hunter too but I'd like to give recon units the better access to improved visibility distance to help differentiate and give more value to the recon line which I think needs a little more purpose than it currently has. By giving it to hunters, we devalue recon a little. So if we could without objection I'd like to see hunters lose this promo line and a similar one be made for recon only instead. Won't personally have time to do that for a while but what do you think? I know it initially was put in place to replace the old Hawks... (which I REALLY liked if we could have restricted them from recon missions and just had them for truly minor air strike attacks!)

IIRC Hunting Sight is just a copy of the aircraft promotion sensors or radar.

I am going to do a complete review of the all promotions available to hunters. For example I am thinking that the terrain lines like Woodsman need to be changed so that there is a set only for hunters which affects their chance to subdue as well as move separate from the one everyone else can get which would just allow the movement.

The biggest problem with having the hawks is their range. With air units there can only be one range. If they could also only attack small animals and birds but not fish that would be good.

I would prefer if the hunting dog and hawk were more like Equipment and attached in some way rather than a composite unit but that may work also.

I need to get back to the Pedia pages so that they show only the correct promotions available to the units etc. The problem is that I lost the information you posted on it. Currently it goes through each promotion and asks the dll if the unit can get it but it seems to always be returning "yes it can".
 
IIRC Hunting Sight is just a copy of the aircraft promotion sensors or radar.
Pretty much, yeah. Art-wise and the effect is similar if not identical. Obviously it's just the access that differs. I guess my point is that it would make recon more valuable to make access to extended sight range an ability of the Recon unit.

I am going to do a complete review of the all promotions available to hunters. For example I am thinking that the terrain lines like Woodsman need to be changed so that there is a set only for hunters which affects their chance to subdue as well as move separate from the one everyone else can get which would just allow the movement.
I like this idea. I would also like to see the original movement speed promos changed from a Combat II prereq to a Woodsmen II/Guerilla II prereq. Keep in mind if you work on Woodsmen promos at all that there should be a maintained parallel to the hill modifiers on Guerilla line promos.

But having a hunter dedicated line (or lines) for terrain/feature promotions could be cool and meaningful imo. I'm also looking forward to someday having some more animal type specific promotions like you did with Mammoth Hunter (but maybe something more selectable as skill based promos perhaps.)

The biggest problem with having the hawks is their range. With air units there can only be one range. If they could also only attack small animals and birds but not fish that would be good.
Yeah, I totally plan to change that. Not only range but the recon reveal area is hardcoded in the DLL as well and I believe that should also be something that should be able to be modified with XML, both on promos and on the unit specifically. I THINK range is already more malleable than it used to be.

If I make it so that some air unit types could have their air unit capacity on a plot be manipulated by features/terrains (only by type of course) then we could eventually make almost all air unit animals behave as actual air units, doing raid style attacks rather than the standard type of land combat where it's all or nothing. Birds could nest in trees, peaks, rocky features etc... Something for the far future to consider perhaps. Air unit dynamics is the last thing on the Combat Mod focus list.

I would prefer if the hunting dog and hawk were more like Equipment and attached in some way rather than a composite unit but that may work also.
I suggested to Hydro quite a while back that hunting dogs should attach to hunters like 'Lords and Vassals' attach to other units, bringing an attachment graphic and a promo that expresses the change in strength, pursuit and visibility the hunting dog brings to the hunter. Not sure it would be best to work air units that way. I REALLY liked how a hunter was a 'carrier' style unit for hawks. I just thought that was really fun. Yes, it had its balance issues when it came to recon of course. It's something we could work back into without hunters having it as a natural ability but by having promos that give the hunter room to carry a Raptor type air unit perhaps. Lots of work to setup. Just feeling out the concept here.





I need to get back to the Pedia pages so that they show only the correct promotions available to the units etc. The problem is that I lost the information you posted on it. Currently it goes through each promotion and asks the dll if the unit can get it but it seems to always be returning "yes it can".
Use the function on the underlying unit data: isQualifiedPromotionType(int i)
 
But having a hunter dedicated line (or lines) for terrain/feature promotions could be cool and meaningful imo. I'm also looking forward to someday having some more animal type specific promotions like you did with Mammoth Hunter (but maybe something more selectable as skill based promos perhaps.)

The Mammoth one is not working right for me as I have built all my hunters long before I can build that building. The initial promotion may need to be equipment style with the higher levels earned as normal.

I have been thinking of a similar thing for traps (tech) and small animals. Again the initial promotion would be equipment style with the later ones being earned.

Use the function on the underlying unit data: isQualifiedPromotionType(int i)

I am already using
Code:
            if gc.getUnitInfo(self.iUnit).isQualifiedPromotionType(k) and not gc.getPromotionInfo(k).isGraphicalOnly():
but it does not seem to be working right.
 
The Mammoth one is not working right for me as I have built all my hunters long before I can build that building. The initial promotion may need to be equipment style with the higher levels earned as normal.
hmm... maybe just as a skill promo with a animal hunter II prerequisite perhaps? Maybe based on a special tech that only a great hunter can access? Just throwing some ideas around. Not to suggest I dislike your suggestion.

I have been thinking of a similar thing for traps (tech) and small animals. Again the initial promotion would be equipment style with the later ones being earned.
Remember I've done this massive trap modification. I'm getting so far from its original programming I'm beginning to forget how it works. If you want to work with a trap, let me know and I'll have to put it on my task list to go back through and write out a complete 'modder's manual' for working with the trap mod. Might find some added tasks. The AI doesn't have much programming in place for working with it yet but it could be pretty cool. Maybe something we should look at really closely next version.

but it does not seem to be working right.
Does it work differently once a game is loaded than it does at the start menu? (aka, once in a game does it show more accurately?)
 
In game it says that outrigger units can get the extra movement movement in hills and forest promotions - so no it is not working in game. They can also get the move into mountains promotion and all the woodsman and equivalent promotions according to the pedia page.
 
In game it says that outrigger units can get the extra movement movement in hills and forest promotions - so no it is not working in game. They can also get the move into mountains promotion and all the woodsman and equivalent promotions according to the pedia page.
Outriggers are, by combat class alone, capable of getting those. (Explorers) so there's probably some conditions that aren't being checked correctly. I'll have to look into it further when I have time then.
 
Outriggers are, by combat class alone, capable of getting those. (Explorers) so there's probably some conditions that aren't being checked correctly. I'll have to look into it further when I have time then.
DOMAIN at a guess outriggers are DOMAIN_SEA while those promotions should go to only land units.
 
For example I am thinking that the terrain lines like Woodsman need to be changed so that there is a set only for hunters which affects their chance to subdue as well as move separate from the one everyone else can get which would just allow the movement.

Please keep in mind that the Druid / Shaman Cathedrals give this promotion for free, so if you go that way, you still need to make the decision whether the alternative promo is also given for free.
 
Please keep in mind that the Druid / Shaman Cathedrals give this promotion for free, so if you go that way, you still need to make the decision whether the alternative promo is also given for free.
We have this problem with a number of promotions and buildings. Some of the Festivals for example.
 
Tales of (Sea Creature) "units" can enter Sea and Ocean without the usual tech requirements, and can also visit goody huts.
 
Tales of (Sea Creature) "units" can enter Sea and Ocean without the usual tech requirements, and can also visit goody huts.
The first part of that should be ok so long as they are not capable of exploring. The second part... ugh. Noted and on the fix list.
 
Tales of (Sea Creature) "units" can enter Sea and Ocean without the usual tech requirements, and can also visit goody huts.
The first part of that should be ok so long as they are not capable of exploring. The second part... ugh. Noted and on the fix list.

They are ideas and logically they should just be able to move from one city to another without having to traverse the terrain in between. However in Civ IV you can only have one function that does that and we are using it for Airlifts. I have seen a mod that uses it for naval transport but that mod ends in the Classical era so you never get airports.

It may be possible to come up with a GoTo like mission for them now but I am not sure how the AI would handle them. The unit would have zero movement and only move by way of the mission.
 
I'm able to build Stone Tool Workshops on mountains with the Llama Worker, but not with the Work Mule. I'm currently in mid-classical, so long after stone workshops would normally obsolete.
Could be considered a minor bonus for having llama workers given their rarity. Although other workers ostensibly can promote into Moutaineer, it requires combat 3 and guerilla 3, which workers can't select. (I guess it is this way so you don't lose Moutaineer when upgrading from a llama/mule worker, and it being otherwise inaccessible to other workers is intended.)

The symbol for Hellenism in the score display and cities differs from all other references. Buildings, the missionary, the tech tree, and the religious advisor have the lightning bolt, but the score display has some kind of coin? (A grey circle with some kind of embossed head/face, but hard to say for sure what it is).

1) Yes as designed, however I would have thought Llama workers would only upgrade to the worker available after mountaineering so that you did not accidentally loose their abilities. That needs checking.

2) Hellenism - yes it is designed that way, by Zappara, way back in RoM. It is a pain to change.
 
They are ideas and logically they should just be able to move from one city to another without having to traverse the terrain in between. However in Civ IV you can only have one function that does that and we are using it for Airlifts. I have seen a mod that uses it for naval transport but that mod ends in the Classical era so you never get airports.

It may be possible to come up with a GoTo like mission for them now but I am not sure how the AI would handle them. The unit would have zero movement and only move by way of the mission.
I don't think there's any specific reason that airlifts are the only teleporting method, no cause for a limit aside from it's the only one that's been done so far. A function that selects a city and uses setXY for the unit should be all that's necessary. However, it does indeed mean that there would need to be a little AI for that as the current AI only knows how to make it select the best city (a complicated routine itself) and then MOVE there once selected. Trying to reprogram that in python would be possible for these units but it would be a pain for the most part and much easier done as PART of the code that already exists in the dll, particularly since setXY has grown more complex in C2C than in any documentation sources for py modders. Then again, is this all that critical enough to get the project bandwidth dedicated to it?
 
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