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

Auto buildings are checked for in every city every turn. They can be turned on or off in any given city in a given turn.

Free buildings are only checked for once in each city when the city is built or conquered. When a building that gives a free building is built then all cities in that nation (or team?) get the free building. Therefor free buildings are only tested for once per game in any city (plus whenever a city is conquered).
So the general rule would be that they are buildings that have a national limit but also use a tag that says they don't count towards the local limit of national wonders and if they have a build cost at all, which many don't because they are often created by units, that build cost would be at the cost of a normal building. Would be an acceptable new category I guess.

Are there really that many that it warrants a whole category?

Personally, I've never been too happy with animals since this pseudo national wonder factor was implemented on them. I used to enjoy trying to collect as many of as wide a variety as possible to dump them into the next city. I suppose now it's less about collecting them and more about just trying to use them and with that being the case, it sucks they can't be butchered anymore. I've never understood why some players are thinking the research you get out of studying them is so out of balance but it seems it must be a problem on really super long gamespeeds because 3-6 research per animal on Marathon doesn't really seem to make much of a difference and largely that's all that's worth doing with most animals after you get your one myth out of them. Used to be nice trying to make sure all your cities were given those myths thanks to future subduals.

Outside of that application, which I do understand the reasoning behind making them psuedo national wonders because they really can't count against the limit (though why we bother to have a limit is still beyond me - big fan of unlimited wonders - I also understand this doesn't work for all players) with how many types of them there are, are there many other pseudo national wonders in use?

I definitely think that effect buildings and other autobuilds should be in their own pedia categories and that we should strive to make the normal building list in the pedia purely constructable buildings.
Myths have always been Pseudo Wonders. You could only ever build one and that, originally, was only in your capital. You can still build Story in all cities but that now breaks Education so we are looking at removing the individual animal ones completely. Which will leave the Taxonomy Animal Myth, Story and Stories along with the land form ones and some others that lead to later buildings. Why would you bio-engineer a Hippogryph if you never had a myth about one?

None of my Effect buildings are auto builds. They are all free buildings.
 
Personally, I've never been too happy with animals since this pseudo national wonder factor was implemented on them. I used to enjoy trying to collect as many of as wide a variety as possible to dump them into the next city. I suppose now it's less about collecting them and more about just trying to use them and with that being the case, it sucks they can't be butchered anymore. I've never understood why some players are thinking the research you get out of studying them is so out of balance but it seems it must be a problem on really super long gamespeeds because 3-6 research per animal on Marathon doesn't really seem to make much of a difference and largely that's all that's worth doing with most animals after you get your one myth out of them. Used to be nice trying to make sure all your cities were given those myths thanks to future subduals.
You get 2 Culture and 1 Science on Normal, 3 and 2 on Epic . And I too miss the old butcher method. And now that the recosting projects have made the later Myths so expensive I don't bother building them after they reach 400+ hammers to build. The returns are not worth the time taken to build when I have other more pressing needs Empire wide.

Just my 2 cents on this area.
 
All animal Myths can be built by subdued and tamed animals. Story and Stories can be built with Story Teller (line) units. It is much cheaper to build the unit and have the nit build the building in many cases.
 
I usually save/use animals for myths, story(ies), zoo, and later for taxidermists. The number of animals being butchered is relatively small.
Personally, I think that using building units to construct buildings should be an inferior (hammers wise) option to constructing them directly.
Using Entertainers instead of building the stories directly is an acceptable compromise, since Entertainers are so far down the techs that you are sacrificing time to get them (and that the stories themselves are not worth hammers-wise to use).
On the other hand, building any animal for 60 hammers (or hunting one) to construct a taxedamtrist (400 hammers or so) is quite strange.
Also, would it be possible, without much work, to give animals a "go auto" command, to build the first building it can?
 
Also, would it be possible, without much work, to give animals a "go auto" command, to build the first building it can?
Yes they can but they will be killed as soon as they cross unowned territory. We just give them the same mission code as automated missionaries or corporate execs. I have done it in the past and then had to remove it because of the screams of protest because the human players don't do what the AI does and escorts their units through dangerous territories.
 
Yes they can but they will be killed as soon as they cross unowned territory. We just give them the same mission code as automated missionaries or corporate execs. I have done it in the past and then had to remove it because of the screams of protest because the human players don't do what the AI does and escorts their units through dangerous territories.
How does said people handle missionaries/execs? They should die like that, too.
 
How does said people handle missionaries/execs? They should die like that, too.
No idea they never complained about them.

The code I added was in Python and is based on Orion Veteran's Immigrant mod auto mission (also switched off for same reason) consists of two parts
  1. find the nearest city that the unit can do it's mission in
  2. set unit to go to that city and perform the mission.
Most animals can build many buildings so it may be best to have one mission for each building. This means creating new mission buttons for each mission plus a generic auto for all. Perhaps with a way for the user to specify which buildings they want done first.

The disadvantage of doing this in Python is that many units may try to go to the same city to build the same building. The problem with using the dll code is that only one animal will move to a city at a time even if multiple animal buildings can be built. eg if both Bear Enclosure and Bird Enclosure can be built in a city and a bear is already on the way then no bird will be sent out until the bear is killed or the Bear Enclosure built.
 
No idea they never complained about them.

The code I added was in Python and is based on Orion Veteran's Immigrant mod auto mission (also switched off for same reason) consists of two parts
  1. find the nearest city that the unit can do it's mission in
  2. set unit to go to that city and perform the mission.
Most animals can build many buildings so it may be best to have one mission for each building. This means creating new mission buttons for each mission plus a generic auto for all. Perhaps with a way for the user to specify which buildings they want done first.

The disadvantage of doing this in Python is that many units may try to go to the same city to build the same building. The problem with using the dll code is that only one animal will move to a city at a time even if multiple animal buildings can be built. eg if both Bear Enclosure and Bird Enclosure can be built in a city and a bear is already on the way then no bird will be sent out until the bear is killed or the Bear Enclosure built.
Interesting.
I'd consider either of these to be fine, as it solves the issue of "find a city, upgrade it", which is only somewhat more effective than these (and I have the option to decide to do it manually, if I wish). I doubt this feature is worth a the time investment to fix either to work optimally.
In regards to the people who dislike such an option- would it be possible to re-add it, and place it as a BUG option (similar to the auto hunt/patrol and similar options) with default "off"? This way, people who dislike this option won't use it (and won't see it) while people who like it can use it.
 
v37 plus SVN 9816
A whole host of XML error messages while loading the mod. More than a few hundred. Mainly tag errors but I haven't read them all
 
v37 plus SVN 9816
A whole host of XML error messages while loading the mod. More than a few hundred. Mainly tag errors but I haven't read them all
Looks like Holiday - Halloween building in special buildings file wasn't properly commented out - <BuildingInfo> was left uncommented and it caused cascading failure.
Spoiler :

<BuildingInfo>
<!-- Holiday (Halloween)
<BuildingClass>BUILDINGCLASS_HOLIDAY_HALLOWEEN</BuildingClass>
<Type>BUILDING_HOLIDAY_HALLOWEEN</Type>


Edit: now that building is properly commented out game loads without XML errors.
Spoiler :

<!-- <BuildingInfo>
<! Holiday (Halloween)
<BuildingClass>BUILDINGCLASS_HOLIDAY_HALLOWEEN</BuildingClass>
<Type>BUILDING_HOLIDAY_HALLOWEEN</Type>
<Description>TXT_KEY_BUILDING_HOLIDAY_HALLOWEEN</Description>
<Civilopedia>TXT_KEY_BUILDING_HOLIDAY_HALLOWEEN_PEDIA</Civilopedia>
<Strategy>TXT_KEY_BUILDING_HOLIDAY_HALLOWEEN_STRATEGY</Strategy>
<Advisor>ADVISOR_ECONOMY</Advisor>
<! Graphical and interface
<ArtDefineTag>ART_DEF_BUILDING_HOLIDAY_HALLOWEEN</ArtDefineTag>
<iMinAreaSize>-1</iMinAreaSize>
<fVisibilityPriority>1</fVisibilityPriority>
<! Prerequisites
<PrereqTech>TECH_CROP_ROTATION</PrereqTech>
<TechTypes>
<PrereqTech>TECH_PAPACY</PrereqTech>
</TechTypes>
<Bonus>BONUS_PUMPKIN</Bonus>
<PrereqBonuses>
<Bonus>BONUS_CANDY</Bonus>
</PrereqBonuses>
<! Construction cost
<iCost>-1</iCost>
<bAutoBuild>1</bAutoBuild>
<! Main effects
<iHappiness>1</iHappiness>
<iHealth>-1</iHealth>
<CommerceChanges>
<iCommerce>1</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>1</iCommerce>
</CommerceChanges>
<! Special Yield and Commerce modifiers
<BonusCommerceModifiers>
<BonusCommerceModifier>
<BonusType>BONUS_CLOTHES</BonusType>
<CommerceModifiers>
<iCommerce>1</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>1</iCommerce>
</CommerceModifiers>
</BonusCommerceModifier>
<BonusCommerceModifier>
<BonusType>BONUS_HATS</BonusType>
<CommerceModifiers>
<iCommerce>1</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>1</iCommerce>
</CommerceModifiers>
</BonusCommerceModifier>
<BonusCommerceModifier>
<BonusType>BONUS_BOOKS</BonusType>
<CommerceModifiers>
<iCommerce>1</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>1</iCommerce>
</CommerceModifiers>
</BonusCommerceModifier>
<BonusCommerceModifier>
<BonusType>BONUS_DRAMA</BonusType>
<CommerceModifiers>
<iCommerce>1</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>1</iCommerce>
</CommerceModifiers>
</BonusCommerceModifier>
<BonusCommerceModifier>
<BonusType>BONUS_MUSIC</BonusType>
<CommerceModifiers>
<iCommerce>1</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>1</iCommerce>
</CommerceModifiers>
</BonusCommerceModifier>
<BonusCommerceModifier>
<BonusType>BONUS_MOVIES</BonusType>
<CommerceModifiers>
<iCommerce>1</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>1</iCommerce>
</CommerceModifiers>
</BonusCommerceModifier>
</BonusCommerceModifiers>
<! Special properties
<iConquestProb>70</iConquestProb>
<bNukeImmune>1</bNukeImmune>
</BuildingInfo> -->
 
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@JosEPh_II you might want to fix comment stuff in commented out Halloween building.

Also something gets lost here:
[2544.438] info type 'BUILDING_HOLIDAY_HALLOWEEN' not found, Current XML file is: modules\Custom_World_Views\Slavery\zDepend_CIV4BuildingInfos.xml
 
Yeah I forgot about the Other files for Halloween. :p

Not been a good week so far. I'll just reactivate that stupid building that should've Never been put into the mod, at least imhpo. Fix coming soon.
 
Yeah I forgot about the Other files for Halloween. :p

Not been a good week so far. I'll just reactivate that stupid building that should've Never been put into the mod, at least imhpo. Fix coming soon.
It was an idea and conversation starter. It should have been put in a separate mod in the first place so it could be evaluated and expanded upon.
 
v37 plus SVN 9816
A whole host of XML error messages while loading the mod. More than a few hundred. Mainly tag errors but I haven't read them all

Fixed! Good catch Berkeley21, thanks. Halloween is back being active again (even though I greatly dislike it being in the mod). No more xml erro msgs now.
 
It was an idea and conversation starter. It should have been put in a separate mod in the first place so it could be evaluated and expanded upon.
Well being it's the Only Holiday building in the Mod And central to USA only it sticks out like a sore thumb, imhpo.
 
I agree. I did at the time it was introduced. I am just saying it should not be in core but all the code related to it should be in a mod. That way it can be moved in or out easily. Things get messy when they are in core and you want to turn them on/off. The Dependencies tag should have been used in the Slavery mod, not sure why it wasn't. The fact that it wasn't indicates it was probably not me that added the code:D.
 
Using the latest (Dec. 20 2017) SVN and am still getting the error. Attached is my Python error log.
Also I noticed the issue with the "disappearing gold" is still present - any fixes for this on the horizon?
Thanks.
Fixed the python error in SVN rev. 9819.
I have no idea if the disappearing gold issue has been fixed by anyone yet.
 
I was one of the players who commented that the tech you got from animals was too high, but that was before a lot of changes were made. Now it seems fine. On the slowest speeds animals only really make a difference of one turn in tech speed - maybe.


In the bug department I've come across a strange ability of the thief/rogue and ambusher units. If I see an enemy unit escorting a settler (or similar noncombattant), but I can't beat the escort with my sneaky units, I can put the thief/rogue/ambusher on "stay the hand" and move into the square. Viola - the noncombattant disappears never to be seen again...
Obviously this is a great exploit that maybe shouldn't be possible? I've included a save where the next unit is capable of doing just this.


Also in the stealthy units department. They're all much better spotters than hunters/master hunters... When I have stealthy units running around, I see all sorts of animals that my hunters can't spot. Obviously this is great, but maybe not intended?
 

Attachments

I was one of the players who commented that the tech you got from animals was too high, but that was before a lot of changes were made. Now it seems fine. On the slowest speeds animals only really make a difference of one turn in tech speed - maybe.


In the bug department I've come across a strange ability of the thief/rogue and ambusher units. If I see an enemy unit escorting a settler (or similar noncombattant), but I can't beat the escort with my sneaky units, I can put the thief/rogue/ambusher on "stay the hand" and move into the square. Viola - the noncombattant disappears never to be seen again...
Obviously this is a great exploit that maybe shouldn't be possible? I've included a save where the next unit is capable of doing just this.


Also in the stealthy units department. They're all much better spotters than hunters/master hunters... When I have stealthy units running around, I see all sorts of animals that my hunters can't spot. Obviously this is great, but maybe not intended?
I can do a quick review but I think there's a few indirect factors as to why stealthy units are generally better spotters. That said, if you give your hunters visibility promos they can get very good at it... I often throw a second hunter along with a stealthy one to be a spotter.

Thank you for the save. Keep it up there for a bit... that's going to be something I want to fix immediately (assuming it's on the latest SVN that it's taking place.)
 
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