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

Upgrading high level units doesn't let them get quality up again.
Got a level 30 or something mounted infantry (power 8), upgraded to cavalry (power 27). While I could pick a dozen promotions again (some of them, including the old quality up got refunded), I could only pick quality up once.
 
From code design perspective, shouldn't/couldn't doMission always check canDo before executing the mission? Inserting the a specific check for the action might lead to more maintenance in the future (if canDo is changed, doMission has to be updated as well). I assume that calling doMission when canDo indicates you can't do the mission is never an intended action.
Would generally be a great way to slow down the code in most cases. A specific check for a specific circumstance that COULD change (which most can't) between evaluating canDo and Execute may be necessary in Execute but if you run the canDo in full all over again it's very redundant in most cases.
I think that was my solution ie I called canDo at the start of doMission rather than code it again.
Would work for simplicity's sake at least.

I seem to remember that capturing criminals with LE should result in a military captive. I haven't seem to have gotten any such captives lately, which may be a bug.
It often does but it depends on your civics and other factors that would increase your likelihood to obtain captives. I tend to try to maximize on those values as I find captives very valuable to collect.

I also seem to remember that there were bonuses for having a lot of power generation buildings in a city. However, I can't find any information about this, which I expected to find in the civilopedia or Thundrbrd's v37 player guide.
I'm not sure what bonuses you're looking for here.

It's possible to research radio, thus obsoleting Sheriff's office (and not allowing to train Texas Sheriff), before researching Criminology to build police station. This reduce the tier of guards by one for a while, for no reason.
I would have to assume this is possible only by beelining past Criminology to get radio, right? Meaning, this is possible, yes, but Radio would normally be researched first based on the presumption of which x-grid columns they are in?

Police Car is a tier above Police Squad, but only one column after it. With the one above, it seems that Criminology should've been earlier in the era.
They are intended to be used concurrently. The specialized purpose of each differs a little. One doesn't obsolete or replace the other.

Example is Guard Tower and Guard going Obsolete once you get to Deputization Tech. Then it take you awhile to get sheriff's/Texas rangers going and by that time your scenario plays out as you noted.
What about the City Guard that should've been unlocked with the Guard Station long before Deputization? What's keeping the Guard Station from being built?

There needs to be some base LE units that do not Obsolete. And there needs to be much much more overlap between older and newer units.
We need to discuss this on an individual unit by unit basis and look at the charting that explains the design and see if there's something about that design that is failing somewhere.

Upgrading high level units doesn't let them get quality up again.
Got a level 30 or something mounted infantry (power 8), upgraded to cavalry (power 27). While I could pick a dozen promotions again (some of them, including the old quality up got refunded), I could only pick quality up once.
Units should never lose a quality up they've previously gained. This was the root of the bug you had and it has been resolved but cannot be retroactively fixed for your game.
 
The mission adding a population to a city is uses a default Event not Python code so the problem is that the mission on all the units is being done based on the initial city population not the population as units are added.
Code:
                <Action>
                    <MissionType>MISSION_JOIN_CITY_POPULATION</MissionType>
                    <ActionOutcomes>
                        <Outcome>
                            <OutcomeType>OUTCOME_JOIN_CITY_POPULATION</OutcomeType>
                            <iChance>100</iChance>
                            <EventTrigger>EVENTTRIGGER_ADD_ONE_POPULATION</EventTrigger>
                            <PlotCondition>
                                <IntegrateOr>
                                    <RelationType>RELATION_ASSOCIATED</RelationType>
                                    <GameObjectType>GAMEOBJECT_CITY</GameObjectType>
                                    <GreaterEqual>
                                        <Constant>7</Constant>
                                        <AttributeType>ATTRIBUTE_POPULATION</AttributeType>
                                    </GreaterEqual>
                                </IntegrateOr>
                            </PlotCondition>
                        </Outcome>
                    </ActionOutcomes>
                </Action>

IE the mission test is happening on all the units before the event is triggered for any of them.

I will need to change the code a lot to get the differing thresholds but we will no longer be able to use the event if it acts this way
 
The mission adding a population to a city is uses a default Event not Python code so the problem is that the mission on all the units is being done based on the initial city population not the population as units are added.
Code:
                <Action>
                    <MissionType>MISSION_JOIN_CITY_POPULATION</MissionType>
                    <ActionOutcomes>
                        <Outcome>
                            <OutcomeType>OUTCOME_JOIN_CITY_POPULATION</OutcomeType>
                            <iChance>100</iChance>
                            <EventTrigger>EVENTTRIGGER_ADD_ONE_POPULATION</EventTrigger>
                            <PlotCondition>
                                <IntegrateOr>
                                    <RelationType>RELATION_ASSOCIATED</RelationType>
                                    <GameObjectType>GAMEOBJECT_CITY</GameObjectType>
                                    <GreaterEqual>
                                        <Constant>7</Constant>
                                        <AttributeType>ATTRIBUTE_POPULATION</AttributeType>
                                    </GreaterEqual>
                                </IntegrateOr>
                            </PlotCondition>
                        </Outcome>
                    </ActionOutcomes>
                </Action>

IE the mission test is happening on all the units before the event is triggered for any of them.

I will need to change the code a lot to get the differing thresholds but we will no longer be able to use the event if it acts this way
I might be able to get the Outcome type listed there to check the condition, or perhaps just get all outcome missions to check the condition before it validates the execution portion of the action. I'll have to check into that for you.
 
I'm not sure what bonuses you're looking for here.
I thought that having multiple power plants (or other buildings that grant power) gave some kind of production bonus, or something. I might be just plain wrong. Is there a reason to have multiple sources of power beside the bonuses from the building itself, such as +hammers?

I would have to assume this is possible only by beelining past Criminology to get radio, right? Meaning, this is possible, yes, but Radio would normally be researched first based on the presumption of which x-grid columns they are in?
Beelined electricity (which is a "normal" thing to do, I understand). A great person gave me radio. That's the reason I encountered it.

Units should never lose a quality up they've previously gained. This was the root of the bug you had and it has been resolved but cannot be retroactively fixed for your game.
Too bad, thought this save was fixed by the patch, and new units will be "immune" to the bug. Glad to know that the next game will be fixed, though!
 
I thought that having multiple power plants (or other buildings that grant power) gave some kind of production bonus, or something. I might be just plain wrong. Is there a reason to have multiple sources of power beside the bonuses from the building itself, such as +hammers?
The plan is eventually to have a Power property but it is not in place yet. Big project.
 
@JosEPh_II and anyone else who can help us here, I have created a thread for us to discuss and discover what needs to be done to make these LE units a little easier to access. Thread here!
 
Cricket field and minor league stadium has an abnormally high cost (2K instead of 700, like the other buildings from team sports).

Not a bug, but it seems that many of the AI players researched many times the same religion. This is quite strange as there's no reason to do so unless you are the first, so I'd expect the AI to avoid it once another player researches it. Cryptography is similar, as the only benefit (I'm aware of) is the great spy it gives to the firs researcher.

Tunnel (i guess? improvement from civil engineering) has no tooltip, and right clicking leads to seed camp.

Not sure if intentional, but captives can be used to rush construction in conquered cities. After the cities' revolt ends, it's usually no longer possible
 
What about the City Guard that should've been unlocked with the Guard Station long before Deputization? What's keeping the Guard Station from being built?
Nothing. That's Not the point. Your focus is on the wrong thing.

The point is that once it goes obsolete your younger cities lose access to LE because they do Not have the building chain up to that point built and now have no LE units to use against Crime. This is another reason you see the AI moving LE units across the map. And the reason when they want trades they want Your LE units you do have, those built in your older larger cities. LE units have to have some major overlap. This becomes even more critical from the Industrial Era on thru the later eras.

Our building chains and obsolescence is starting to show it's weaknesses. And rather badly at that.

And your Criminals at 1.5 str over LE's Is OP. Especially from Middle game on. I know you will disagree but you are wrong on this one.

EDIT: Moved to New thread for this topic.
 
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Cricket field and minor league stadium has an abnormally high cost (2K instead of 700, like the other buildings from team sports).

@Thunderbrd did recosting of buildings - he probably took obsoleting tech x grid place instead of latest prereq placement in tech tree.
Basically this project was to make building costs smoothly scale up.
 
There's some issue with the votes for Vienna. It claims the I have a whooping amount of -190M votes
Spoiler :
upload_2018-1-5_15-50-24.png
 

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game will not go to the next unit again, just stalls on a unit, also, if promoted, unit wont promote and go go to next unit also . . .
 

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SVN: 9805

Using an inquisitor awards gold depending on the population level of a city, but i'm getting 100k+ gold or more in cities larger than 20 pops, is this intended?

1. Download attached save file
2. Go to Yekaterinburg situated at the south-west of the main island
3. Select inquisitor and try to perform inquisition.
 

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errors in the last SVN submit: causes CTD
I'm getting these errors too, but without CTD - it continues to load normally.
I even loaded my end of game SVN stresser savegame successfully.
 
Hello, I'm getting a repeatable CTD on my current game while processing the next turn.

I was playing with SVN 9728, but updating to latest DLL (SVN 9805) and recalculating didn't help. I know it's not the latest update, but the DLL hasn't been changed since then. (Both saves and latest minidump compressed and attached).

I play with custom BUG settings, but it seems to trigger with defaults too (SVN 9805 settings). I'm touching some things with WB, maybe it's related with that.

Some other issues I've found on both saves:

- I built Nazca Lines world wonder in Kyoto. All era benefits are lost when I do a recalculation.
- Recalculation gives some weird results: I lost ~3000 gold per turn, though I gained 50% defense on all my cities. I know there may be many changes in about 80 SVN revisions, but so many? Is this normal/intentional?
- Incans have too many doctor units. Look at Vitcos and Arequipa, around 100 Apothecary/MedicineMan/Shepherd on both cities! Mayans are suffering from that too (in Lakamha).
- I can build the Jade Death Mask Carver on all my cities. I think this should be a World Wonder, it's like Fake Gems and other similar wonders.
- Some GameFont icons (diplomacy smiles, properties, and some more) look ugly, like zoomed, on latest update.
- I have Lead on Yokohama's city vicinity, but I can't build the Lead Mine building. Maybe it's because the resource is on a Peak...?
 

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FIX committed for xml errors

3 instances of BUILDING_POLICE_PRECINCT where game id looking for BUILDINGCLASS_POLICE_PRECINCT
 
Can't build Sheriff's now. See screenshot.
InkedCiv4ScreenShot0020_LI.jpg


All Sheriff Offices built that were building Sherriffs are now only allowing Guards. Also all Guards with a Sheriffs Office built in city can not upgrade to Sheriff.
 
Can't build Sheriff's now. See screenshot.View attachment 484608

All Sheriff Offices built that were building Sherriffs are now only allowing Guards. Also all Guards with a Sheriffs Office built in city can not upgrade to Sheriff.
OK, I see the issue. Just committed a fix. TECH_MECHANIZED_WARFARE is about the point where Sheriffs and their Office should obsolete. Still, it's very strange you don't have a police station by Radio or Motorized Transportation. Seems an extreme beeline to avoid Criminology. But not as extreme as should be impossible so I've extended Sheriffs out a bit, even if it can be a player exploit.

Also, please, in the future distinguish between City Guards (the ones with gunpowder in use) and Guards (the ones that aren't that advanced) as they are two very distinct steps on the upgrade chain. I'm pretty sure that the Guards you are referring to are actually City Guards going by the icons.
 
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