Single Player bugs and crashes v37 plus (SVN) - After the 24th of December 2016

There's a bug that causes the game to enter an infinite loop.
When pausing VS as a debugger it stopped on MSS32.dll (though I doubt it's the reason for the issue), and the main thread was looking at issuing an AI mission, paused inside the "find" call. Unfortunately, I accidently caused CTD before I could get more information.
If it happens again, what kind of information could help to resolve the issue? It's not repeatable, though happens every now and then.
It's either an infinite loop or it's just a really long loop. In cases like these, I keep starting and pausing until I find some spot inside the dll that it keeps hitting. I then use break points to find the last point in the stack that it never returns to. From there you should be able to narrow in on the issue. If it's looping in the exe or another hidden process, you should be able to at least see where the launch off point is in the dll. See what you can do on that matter and if it gets too rough I can try to work with you on it. There are some combat animation problems in the system that I've not been able to figure out as well and maybe you've hit this?

1. I am in the "Modern era" and all i have for avail guards (crime) is the "Crowbar", but as u can see i have the Sheriff that was there??
That's certainly a potential problem in a major way, especially if this effects the AI as well. Try to figure out why you cannot build a police station (assuming that's the problem off the top of my head.) I can take a look at your game later as well. Keep in mind all LE units have a building prerequisite and if there's a breakdown in your ability to train the latest version of these guys, it's probably something to do with that building, or a unit resource requirement problem.

2. I have now asked "Hadrian" like 5 times for the "potatoes and the game takes my money but as u can see the potatoes remain in the white as if never given to me (supposed) to be red if i got them?? attached is a saved game incase u need to look ...
I'll add this to the bugs on the task list.
 
I have some bugs using the latest SVN + Interface mod:

When using "Missionaries and executives start automated", a lot of missionary units (voodoo and buddhists for example) don't automate.
The "power" buildings placed in each city by three gorges and the fusion plant each give happy/healths, so that now all my cities have hundreds of happy/healths. The wonder itself should give this bonus, not the special building.
I've noticed some free building wonders like the national library service and grand central don't give their respective free buildings.

Armchair criticisms/comments (let me know if these belong somewhere else!):

-When using the build unit filters, executives count as military units and are harder to find. Shouldn't they count as missionaries?
-Is it intended that discovering writing reduces your research since all the elder councils are obsoleted, and isn't really compensated by the new civics?
-Should there be more district courthouses? You can currently only build one, but in real life there are several "districts". Maybe be able to build 1 per x courthouses you have, or just an increased flat amount like fusion plants.
-I've noticed that some culture units, especially police/healthcare/bard units, are more expensive without giving any benefits other than being trainable when you've researched the next (even more expensive) level tier and can't build the earlier ones. I.e. there's no incentive to train them to replace their contemporaries.
-The AI likes to make hunters that are automated take stand out. Is this intended? Couldn't the hunters gain by being stealthed? (especially to hide from animals and not die so much)
-I noticed the AI likes to build torture stuff once you've researched it. Even if the cities don't have a crime problem and won't for a long time.
-Based on my current game, it seems like the AI is only rushing about 30000 gold per turn (about 15-20 cities), even when there's more gold for it to rush with. It'll rush with all gold if there's less than that. Wondering how that works?

and wishes:
-Be able to select multiple cities, then when applying a build/train list filter in one, apply it in all selected cities. Alternatively have options in BUG to do this, like there are with Hide unconstructable buildings/untrainable units.
-Be able to turn on and off the player governor's use of pop or gold rushing. I hate automating my cities that have slavery and then watching the population dwindle because the governor just has to whip for that new coppersmith, or watch as inflation skyrockets as every building gets rushed. Maybe a slider for the amount or percentage of gold (in treasury or flow?) the player governor it could use per turn for rushing?
-In a similar vein I wish I could tell the player governor to *not* build certain buildings.
-I might be remembering this wrong, but I think in earlier versions you could alt+click promotions to have all units of the same type that are eligible take that promotion. Now it's gone. I wish it was back!
-It'd be nice if tamed/subdued animals had stay the hand. Similarly I wish spreading herds/buildings could be automated. (Now that I think of it, the same for bards too.)
-The domestic advisor slows down after a few turns of use to unuseability. This may be more of a problem with the number of cities I have now but I'm not sure. I can still make it exit(after a few seconds delay), but trying to interact with it does nothing.

(can you tell I like automating?)

Sorry if this is too much! I know you guys have a lot on your hands, these are just things that have been bouncing around in my head for a while.
 
When using "Missionaries and executives start automated", a lot of missionary units (voodoo and buddhists for example) don't automate.
Noted. It might be a lack of understanding of how the automation works though. Sometimes they may not go anywhere for a while for their own reasons in the AI evaluation. Such as other missionaries are headed to all possible targets and they are waiting to see if any fail to spread before mobilizing.

-Is it intended that discovering writing reduces your research since all the elder councils are obsoleted, and isn't really compensated by the new civics?
Yes.

The "power" buildings placed in each city by three gorges and the fusion plant each give happy/healths, so that now all my cities have hundreds of happy/healths. The wonder itself should give this bonus, not the special building.
I'll keep that in mind next time I review those wonders, which is a project coming up at some point as energy gets changed around a bit. Not many make it into the game this far. If another modder wishes to put this on his list of things to address that's cool but I'm not quite sure how this works or is supposed to myself.

I've noticed some free building wonders like the national library service and grand central don't give their respective free buildings.
Any chance that's because the cities that you're seeing them not showing up in wouldn't qualify to build these buildings? Is it possible that when they would be qualified to build them, they then (the next round) show up automatically if the effect to have them for free is in effect there?

When using the build unit filters, executives count as military units and are harder to find. Shouldn't they count as missionaries?
I've gotta ask @Dancing Hoskuld about this. I would think they shouldn't be military units. I'll have to check that in the XML on them.

-Should there be more district courthouses? You can currently only build one, but in real life there are several "districts". Maybe be able to build 1 per x courthouses you have, or just an increased flat amount like fusion plants.
Not sure what the designer's intent was on these.

-I've noticed that some culture units, especially police/healthcare/bard units, are more expensive without giving any benefits other than being trainable when you've researched the next (even more expensive) level tier and can't build the earlier ones. I.e. there's no incentive to train them to replace their contemporaries.
Good thing to be reminded of. These are still works in progress but we need to remember to make progress on it and eventually give them some special abilities that will make them differ from the core versions they are modelled after. We have the same issue with merchants.

-The AI likes to make hunters that are automated take stand out. Is this intended? Couldn't the hunters gain by being stealthed? (especially to hide from animals and not die so much)
It may need some retooling a bit. They probably take standout to help them escort the animals back but if the animals are teleporting back then they shouldn't need to take it so figuring out whether they are escorting or not, particularly escorting a great commander, is key here. I may have set them to just default to standout for now so that they could be sure to protect a commander that might end up with them.

-I noticed the AI likes to build torture stuff once you've researched it. Even if the cities don't have a crime problem and won't for a long time.
They'd still benefit from the massive infusion of espionage if the city can handle the penalties these buildings bring. Hopefully they are measuring the impact as effectively as the benefits.

Based on my current game, it seems like the AI is only rushing about 30000 gold per turn (about 15-20 cities), even when there's more gold for it to rush with. It'll rush with all gold if there's less than that. Wondering how that works?
They may not be taking inflation into account in the AI very well. I'm not sure. I haven't been looking at gold rushes much... only what bleeds over from pop rushes. I've been trying to reduce the willingness to pop rush by a lot of reasons.

-Be able to select multiple cities, then when applying a build/train list filter in one, apply it in all selected cities. Alternatively have options in BUG to do this, like there are with Hide unconstructable buildings/untrainable units.
You might be able to do this. You know you can hold down shift and click on city bars to select multiple city build queues right? And that you can hold down alt and select a city bar to select all city build queues in all cities or hold down ctrl to select all the city build queues in cities you own on the same landmass? I'm not sure if once so many are selected you can adjust the filters for all but I'd think you might be able to.

-Be able to turn on and off the player governor's use of pop or gold rushing. I hate automating my cities that have slavery and then watching the population dwindle because the governor just has to whip for that new coppersmith, or watch as inflation skyrockets as every building gets rushed. Maybe a slider for the amount or percentage of gold (in treasury or flow?) the player governor it could use per turn for rushing?
I didn't realize the AI governor was even capable of rushing. That seems wrong in itself. There might be some options that are tied to that. I'm not much for working on automation issues myself.

-It'd be nice if tamed/subdued animals had stay the hand. Similarly I wish spreading herds/buildings could be automated. (Now that I think of it, the same for bards too.)
Some plans are in the works on that but it's long term not overnight stuff. Might be within a year or two we'll address those issues. They're fairly high priority in relationship to some things.

The domestic advisor slows down after a few turns of use to unuseability. This may be more of a problem with the number of cities I have now but I'm not sure. I can still make it exit(after a few seconds delay), but trying to interact with it does nothing.
Perhaps there's something that can be done about this in python. This is not really stuff in my coding realm.
 
Kohnoshish said: ↑
When using "Missionaries and executives start automated", a lot of missionary units (voodoo and buddhists for example) don't automate.
Noted. It might be a lack of understanding of how the automation works though. Sometimes they may not go anywhere for a while for their own reasons in the AI evaluation. Such as other missionaries are headed to all possible targets and they are waiting to see if any fail to spread before mobilizing.

They actually just don't start out automated at all. They show up in the turn's unit queue waiting for orders so I have to press R to automate them.

Kohnoshish said: ↑
I've noticed some free building wonders like the national library service and grand central don't give their respective free buildings.
Any chance that's because the cities that you're seeing them not showing up in wouldn't qualify to build these buildings? Is it possible that when they would be qualified to build them, they then (the next round) show up automatically if the effect to have them for free is in effect there?

They don't show up in any of the cities at all, and the automated cities then go ahead and build them. It may have happened after a recalculation, but I'm not sure.

Kohnoshish said: ↑
-I noticed the AI likes to build torture stuff once you've researched it. Even if the cities don't have a crime problem and won't for a long time.
They'd still benefit from the massive infusion of espionage if the city can handle the penalties these buildings bring. Hopefully they are measuring the impact as effectively as the benefits.

Oh! I meant that they do this even though my civ isn't in contact with any other civilization. No use for espionage then, after having conquered the continent. (Although arguably useful if I contact another civ?) Actually, I notice the player governor will sometimes set cities to build espionage instead of going for any more infrastructure if I have it emphasize commerce. Emphasize seems kinda broken tbh, at least in terms of affecting the governor's build choices.

Kohnoshish said:
Based on my current game, it seems like the AI is only rushing about 30000 gold per turn (about 15-20 cities), even when there's more gold for it to rush with. It'll rush with all gold if there's less than that. Wondering how that works?
They may not be taking inflation into account in the AI very well. I'm not sure. I haven't been looking at gold rushes much... only what bleeds over from pop rushes. I've been trying to reduce the willingness to pop rush by a lot of reasons.

By 'AI' here I meant the player governor as well actually. I think the amount it was willing to rush increased over the game but I can't remember. I've basically committed to a strategy of outrunning inflation- it only increases expenses by 1% per turn, and I can scrimp and save with maintenance to lower the effect further. I'd rather automate the cities than try to manage them at this point- probably why I made it this far! And with this strategy I'd rather the player governor go all out and spend all the gold I give it to keep the wealth generation going up, instead of just rushing 15-20 cities. It will make for an interesting late game...

Kohnoshish said:
-Be able to select multiple cities, then when applying a build/train list filter in one, apply it in all selected cities. Alternatively have options in BUG to do this, like there are with Hide unconstructable buildings/untrainable units.
You might be able to do this. You know you can hold down shift and click on city bars to select multiple city build queues right? And that you can hold down alt and select a city bar to select all city build queues in all cities or hold down ctrl to select all the city build queues in cities you own on the same landmass? I'm not sure if once so many are selected you can adjust the filters for all but I'd think you might be able to.

Just tried it, doesn't work, even if I only select two cities. Only does it on the city it's shift-clicked on, or the earliest founded city with only alt or ctrl.

Thanks so much to all you guys for a great game by the way! Maybe if I bother to learn Python or C++ one of these days I could help.
 
They actually just don't start out automated at all. They show up in the turn's unit queue waiting for orders so I have to press R to automate them.
Why are you expecting them to?

They don't show up in any of the cities at all, and the automated cities then go ahead and build them. It may have happened after a recalculation, but I'm not sure.
Could be a legit bug then. I'd have to evaluate a save that shows the problem to find it.

Oh! I meant that they do this even though my civ isn't in contact with any other civilization. No use for espionage then, after having conquered the continent. (Although arguably useful if I contact another civ?) Actually, I notice the player governor will sometimes set cities to build espionage instead of going for any more infrastructure if I have it emphasize commerce. Emphasize seems kinda broken tbh, at least in terms of affecting the governor's build choices.
I see. There are some ... assumptions in the code that the AI is playing for an AI player. As a result, there are also some accepted less optimal choices that can present interesting challenges for the player. No AI player would be in play if a human player wasn't (kinda the old if a tree falls in the forest bit). So obviously, espionage would always be valuable to an AI player, even if they haven't met you yet - they know you're out there somewhere or the game wouldn't be running.

The city AI for automation assumes you are not a human player, and if you are then you should not be automating. Where's the fun in letting a game play itself for you? (Can you tell I'm NOT a fan of automation?)

I don't blame anyone who plays with automation but I'm highly reluctant to work on it. There are far more important things to attend to here and once I'm finally done with those things, I'll be hard pressed to care to improve automation rather than moving on to another project instead. We might eventually find a programmer who is more aligned with your desires for the mod to be able to play a strong game against itself with as little human input as possible. Koshling was the one to program the city automation as being a slightly different animal from normal city AI for the non-human players. Personally, with all the goals I have and a task list of hundreds of fixes and balance items and projects, I don't think I could be persuaded to spend any time on it. Nothing personal. I wish we had the manpower and talent to answer to all requests.

I do, however, want the AI to be able to play effectively and strongly against human players. I'd also want it to, by default, beat the hell out of players that automate the majority of what is happening.

By 'AI' here I meant the player governor as well actually. I think the amount it was willing to rush increased over the game but I can't remember. I've basically committed to a strategy of outrunning inflation- it only increases expenses by 1% per turn, and I can scrimp and save with maintenance to lower the effect further. I'd rather automate the cities than try to manage them at this point- probably why I made it this far! And with this strategy I'd rather the player governor go all out and spend all the gold I give it to keep the wealth generation going up, instead of just rushing 15-20 cities. It will make for an interesting late game...
A dangerous gambit that can really restrict your options later. There's been some interesting discussions about inflation lately. I have not had an architectural hand in inflation much at all so I don't really know how it works much (I've been hearing a lot though. Most of my development has been on earlier game stuff and military matters.) Joseph might be able to comment more on this. As far as coding, I wouldn't know what would be optimal for gold rushing so I haven't modified it at all from the way it was originally set and would have a hard time wanting to mess with it without a better understanding of it. By that I mean I wouldn't want to try teaching an AI engine the best practices when I have no idea what the actual best practices may be, and from what you say you're doing, I do not suspect that is a 'best practice'?


Just tried it, doesn't work, even if I only select two cities. Only does it on the city it's shift-clicked on, or the earliest founded city with only alt or ctrl.
Ok. AIAndy set up the filters and I don't know enough about their coding or about multi-city selection coding to suspect I could add that functionality. I don't even know if it's in the python or the dll for that matter. Maybe Toffer would be able to share an insight as to how it could be done. I can see the point of doing it at least. That said, it's also not a really pressing need in comparison to many others.

Maybe if I bother to learn Python or C++ one of these days I could help.
That's basically what I did when I encountered C2C in the early days. I realized they didn't have a C++ guy and I'd always wanted to learn some programming so I dove in to see what I could figure out to help with some really serious bugs in religion options. It progressed a LOT from there but there's still a lot I don't know how to work with. My personal frustrations that nobody was there to help with what mattered to me drove me to learn and join the team so perhaps as I say I'm rarely ever motivated to help with automation concerns, it might frustrate you to learn and dive in too. If you did, I'd do what I can to help you with that. I'm working with someone now.

One thing to know, however, it is my understanding that Steam base Civ IV installs cannot properly work with C++ coding from what I'm told. It's possible that this is being disproven now but I'm not sure.
 
I have some bugs using the latest SVN + Interface mod:

When using "Missionaries and executives start automated", a lot of missionary units (voodoo and buddhists for example) don't automate.
If it is the female missionaries not automating then I thought I fixed that.

It is strange that it is occurring for voodoo (added by RoM and used in C2C) and Buddhist which are in vanilla.
-It'd be nice if tamed/subdued animals had stay the hand. Similarly I wish spreading herds/buildings could be automated. (Now that I think of it, the same for bards too.)
This requires a fix to the automation code used for missionaries and executives. We did use the same code but people complained about the animals and other units being destroyed because the pathing/movement does not take into consideration danger. The reason for not taking into account danger was because in vanilla nothing could attack missionaries or executives. Criminals, all land hidden nationality units actually, in C2C broke this.
 
-I've noticed that some culture units, especially police/healthcare/bard units, are more expensive without giving any benefits other than being trainable when you've researched the next (even more expensive) level tier and can't build the earlier ones. I.e. there's no incentive to train them to replace their contemporaries.

-I might be remembering this wrong, but I think in earlier versions you could alt+click promotions to have all units of the same type that are eligible take that promotion. Now it's gone. I wish it was back!
In general, newer units grant greater reduction per unit (IE tier 1 LE grants -1 crime, level 2 LE grants -3 or something and so on), as well as higher power and so on. Remember that older units count against the number of units and cost upkeep, even if you ignore the higher +upkeep that newer units possess. It's usually not bad to build the new ones, but I don't bother upgrading them.

In regards promotions, you can select multiple units (ctrl, alt, shift, ctrl+shift). Selecting a promotion will promote all of the selected units, if they can get it.
 
Using latest SVN and Toffers interface overhaul modmod.
Something is glithing in background - there is resmgr log:
Spoiler :

RESMGR: Texture Wheat_farm_base.dds failed to load
RESMGR: Texture shrine_Water_GLOSS.dds failed to load
RESMGR: Texture shrine_Water_GLOSS.dds failed to load
RESMGR: Texture Art/Interface/MainScreen/CityScreen/slave_sanitation.dds failed to load
RESMGR: Texture Art/Interface/MainScreen/CityScreen/slave_crime_prevention.dds failed to load
RESMGR: Scene file failed to load. Reason: (code:1) Cannot open file.
RESMGR: Failed loading file . Error message: A file I/O error occurred.
RESMGR: Scene file failed to load. Reason: (code:1) Cannot open file.
RESMGR: Failed loading file . Error message: A file I/O error occurred.
RESMGR: Scene file failed to load. Reason: (code:1) Cannot open file.
RESMGR: Failed loading file . Error message: A file I/O error occurred.
RESMGR: Scene file failed to load. Reason: (code:1) Cannot open file.
RESMGR: Failed loading file . Error message: A file I/O error occurred.
RESMGR: Scene file failed to load. Reason: (code:1) Cannot open file.
RESMGR: Failed loading file . Error message: A file I/O error occurred.
RESMGR: Scene file failed to load. Reason: (code:1) Cannot open file.
RESMGR: Failed loading file . Error message: A file I/O error occurred.
RESMGR: Scene file failed to load. Reason: (code:1) Cannot open file.
RESMGR: Failed loading file . Error message: A file I/O error occurred.
RESMGR: Scene file failed to load. Reason: (code:1) Cannot open file.
RESMGR: Failed loading file . Error message: A file I/O error occurred.
RESMGR: Scene file failed to load. Reason: (code:1) Cannot open file.
RESMGR: Failed loading file . Error message: A file I/O error occurred.
RESMGR: Texture plantation2a.dds failed to load
RESMGR: Scene file failed to load. Reason: (code:1) Cannot open file.
RESMGR: Failed loading file . Error message: A file I/O error occurred.
RESMGR: Scene file failed to load. Reason: (code:1) Cannot open file.
RESMGR: Failed loading file . Error message: A file I/O error occurred.
RESMGR: Scene file failed to load. Reason: (code:1) Cannot open file.
RESMGR: Failed loading file . Error message: A file I/O error occurred.
RESMGR: Scene file failed to load. Reason: (code:1) Cannot open file.
RESMGR: Failed loading file . Error message: A file I/O error occurred.
RESMGR: Scene file failed to load. Reason: (code:1) Cannot open file.
RESMGR: Failed loading file . Error message: A file I/O error occurred.
RESMGR: Scene file failed to load. Reason: (code:1) Cannot open file.
RESMGR: Failed loading file . Error message: A file I/O error occurred.
RESMGR: Scene file failed to load. Reason: (code:1) Cannot open file.
RESMGR: Failed loading file . Error message: A file I/O error occurred.
RESMGR: Scene file failed to load. Reason: (code:1) Cannot open file.
RESMGR: Failed loading file . Error message: A file I/O error occurred.
RESMGR: Scene file failed to load. Reason: (code:1) Cannot open file.
RESMGR: Failed loading file . Error message: A file I/O error occurred.
RESMGR: Scene file failed to load. Reason: (code:1) Cannot open file.
RESMGR: Failed loading file . Error message: A file I/O error occurred.
RESMGR: Scene file failed to load. Reason: (code:1) Cannot open file.
RESMGR: Failed loading file . Error message: A file I/O error occurred.

It is like some textures are broken.

Edit:
It seems like there was bypass past lifestyle techs in Industrial and later lifestyle techs.
That is some techs have AND requirements, that have tech belonging to previous era.
Spoiler :

YtOVNUj.jpg

a9R7sqD.jpg

LqHEdrp.jpg

lAKmJcs.jpg

dFjdQiw.jpg

dzyitVY.jpg

 
Last edited:
@Thunderbrd is this resmgr log important? It mentions something wrong is with some textures.
Also you may want to check AND requirements of some techs, as there are white lines strutting trough neighboring eras without stopping at lifestyle bottlenecks.
 
Also you may want to check AND requirements of some techs, as there are white lines strutting trough neighboring eras without stopping at lifestyle bottlenecks.
I'll take a look at some point. IIRC, the first OR prereq is what defines where the line is drawn. Maybe that was changed a while back.

I don't know about the resmgr log since I don't work on unit art.
 
I'll take a look at some point. IIRC, the first OR prereq is what defines where the line is drawn. Maybe that was changed a while back.

I don't know about the resmgr log since I don't work on unit art.
Hmm wonder how tech tree arrows would be drawn, if all AND requirements were those who spawn arrows leading to their requirements and all OR requirements displayed icon on techs.

wheat_farm_base.dds or shrine_Water_GLOSS.dds are pretty funny texture names for units.... It would seem like resmgr is dedicated to all sorts of textures not just units.
 
Hmm wonder how tech tree arrows would be drawn, if all AND requirements were those who spawn arrows leading to their requirements and all OR requirements displayed icon on techs.

wheat_farm_base.dds or shrine_Water_GLOSS.dds are pretty funny texture names for units.... It would seem like resmgr is dedicated to all sorts of textures not just units.
I said that hastily I suppose. What I meant was I don't work with 3d art textures. True, that accounts for more than units. I'd like to have the time to work with those but I just don't. Toffer's pretty skilled at that and Hydro had some talent there. Sparth was really good at skinning. But a true 3d art specialist would be awesome to have onboard, with modelling, animating AND skinning. Of the 3, skinning is the easiest but I don't have good programs for it. Modelling is fun and I do have programs that can perform miracles there but it's very time consuming and animating... well, given that you have to animate with a very explicit command program that is extremely not user friendly for civ, I feel that its the hardest, suckiest thing anyone could spend time on. Thankfully, the errors you point at are about the skins not being right somehow. Perhaps errors left in Sparth's wake. I don't know how those should be debugged but I do know I'm not the guy to do it because the role I play on this team is already too demanding to expand on. At least for now. aka... we need a guy for that.

All the OR prereqs draw a line in the tech tree, not just the first OR.
Really? Are you sure about that? It's even more confusing than I thought. What I figure raxo is pointing to may actually be an oversight in that I didn't consider those techs past the first y grid past the gateways as perhaps not requiring one of the techs in the previous y-axis. I kinda forgot that was possible.

There's also something wrong with the tree (maybe) where the AI is jumping some 2 eras ahead of the current era. I'm really unsure how that's taking place.
 
I'm pretty sure about that.
Someone will have to analyze the tech tree progression carefully in game or in XML to find the era skipping bug or other irregularities.
I'm not in the mood for such an endeavour at the moment, I'm too enveloped in the python world for the foreseeable future.
 
I'm pretty sure about that.
Someone will have to analyze the tech tree progression carefully in game or in XML to find the era skipping bug or other irregularities.
I'm not in the mood for such an endeavour at the moment, I'm too enveloped in the python world for the foreseeable future.
It's on my list to look at but it's not a pleasant task, no.
 
There's also something wrong with the tree (maybe) where the AI is jumping some 2 eras ahead of the current era. I'm really unsure how that's taking place.
Is this from SO's save?

In my Normal GS, Immortal Diff, Large map, 8AI, current game where I have reached Ren Era and and am about 20+ techs from Industrial Lifestyle the AI is already there and well into Ind Era. But I don't think it's a problem with the AI skipping Eras now.

As for the Tech tree and arrow pathing, yes it's kind of a mess atm. Some Medieval Techs iirc bypass the Ren Lifestyle gateway to directly access a tech 2 or 3 columns into the Ren era. And some techs thru the Era progressions are missing the arrow paths altogether. Moreso from Med Era on.

A Tangent Problem though is this; I thought I had No Tech Diffusion On but after looking at the settings TD is actually On. I do Not have WFL On, but I have the No Tech Advantage for player ON. But, I'm receiving TD research points when I should not be, If I understand the New Option correctly.

Somehow No Tech Advantage when On does not stop TD when On giving points to the Human player. I don't think that was your intent.
 
But, I'm receiving TD research points when I should not be, If I understand the New Option correctly
There are some other existing modifiers that can tally into that labeled amount I think. Send me the save and I'll look into it because I don't want that to confuse folks. I may have to tool things a little differently so that the label doesn't just assume the only possible modifiers are from those two sources. Pretty sure that's the problem as I noted the potential for that in the way it was designed so that the label assumed all modifiers were from TD originally when it might not have been.
 

Attachments

Somehow No Tech Advantage when On does not stop TD when On giving points to the Human player. I don't think that was your intent.
I'm glad I took the time to look into this. The logic was flawed and I could see how as it ran through that section of code. It explains some things you were saying earlier as well that I didn't have the mental bandwidth to look into at the time. The way I programmed the TD switch was indeed quite flawed and will be fixed on the next commit. Good catch. Thanks again and please forgive me for any previous dismissiveness.
 
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