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

@TB,

ok disappearing Battleship again, this time i am NOT at war with anyone, and at the present no criminals in city, but next turn poof gone

You have 2 battleships at Pitjantjarra waiting for Promotions. Highlighted in light blue aura.

In the build que is: Diskette factory, then Potato chip Factory and then *Modern Battleship. with "*" in front of Modern Battleship, iirc, this means repeat build.

So what is the problem again?

JosEPh
 
You have 2 battleships at Pitjantjarra waiting for Promotions. Highlighted in light blue aura.

In the build que is: Diskette factory, then Potato chip Factory and then *Modern Battleship. with "*" in front of Modern Battleship, iirc, this means repeat build.

So what is the problem again?

JosEPh
did u read the last couple of words i wrote??
 
Yes. But you did not say you already had 2 battleships in the city.

JosEPh
 
Civ4ScreenShot0034.JPG

Before clicking EoT button you had 1 Lurking criminal. (Forgot to take screenshot)

After the turn processes you have 2 Lurking criminals - see screenshot.

And so bye bye battleships. Also you don't seem to have any of your Police units promoted with the Police Bataan which gives +25% vs Criminals and Ruffians.

Your Police force needs adjustments from what I can tell.

JosEPh
 
After the turn processes you have 2 Lurking criminals - see screenshot.

And so bye bye battleships.
If that's the reason, that's very very bugged. Criminals in your city should NOT be destroying your ships in your city! I'll have to debug this.
 
Hard to say. You may have been at a point where it capped out. There is a quality upper limit and that sounds like it may have been approaching it. Strange things can happen at that point. I'd have to see the save and what happened in process.

If a promoted unit has higher XP requirement for Quality Up, it could be solved in such a way: the promotion vanishes but the XP is given back (added to current XP). If more Quality Up promotions, one would need to add XP necessary for both promotions.

S.
 
REpeatable CTD, after clicking next turn, mini and save in zip . . . .
This problem is complex. I may want counsel on this one. Sorry if you were hoping for a quick fix. So was I.
 
This problem is complex. I may want counsel on this one. Sorry if you were hoping for a quick fix. So was I.
Dang that is too bad, this is the 1st time in a long time i have made it to the Modern Era, dang . . .
 
I'd like to know how SO can have a city that size with only 180 :health: and 280 :yuck:, And still function as well as it is! Something is broke there as it should've triggered all the Diseases you would think. If not then the Diseases and the Disease property has made a joke out of keeping the :yuck: under control or even necessary at all. :cringe:

JosEPh
 
The disease and crime properties are certainly under control, as well as education. But air pollution and flammability are extremely high (and landfills will exacerbate these problems).

But I think the real "problem" IIRC is :food: from trade routes. If a city gets :food:, that should be subtracted from the other city (perhaps even a bit more, due to expired foods). This is a zero-sum game, unlike with :commerce:.

Another way to make :yuck: worse would be to damage units in the city (or at least slow healing). But there should be a certain threshold to avoid this becoming a major problem in prehistory.
 
I'd like to know how SO can have a city that size with only 180 :health: and 280 :yuck:, And still function as well as it is! Something is broke there as it should've triggered all the Diseases you would think. If not then the Diseases and the Disease property has made a joke out of keeping the :yuck: under control or even necessary at all. :cringe:

JosEPh
Disease doesn't go up due to high unhealth. Unhealth goes up due to high disease. He's got no disease. He's just got a LOT of food income that's clearly overwhelming the amount of unhealth, making the unhealth nearly irrelevant since it's only soaking up as much food as would pretty much have been waste otherwise. Unchecked Unhealth has one effect only and that is to soak up one food per round for each unhealth point not covered by a counteractive health point.


But I think the real "problem" IIRC is :food: from trade routes. If a city gets :food:, that should be subtracted from the other city (perhaps even a bit more, due to expired foods). This is a zero-sum game, unlike with :commerce:.
That's certainly worthy of some consideration.

We could also make unhealth soak up more than one food each... that might help the game start to feel a little more like it did with vanilla and give unchecked unhealth a bit more punch to potentially create starvation. Unhealth is supposed to be a representation of mortality rate... very high unhealth should well mean the city is dying faster than growing.
 
Disease doesn't go up due to high unhealth. Unhealth goes up due to high disease. He's got no disease. He's just got a LOT of food income that's clearly overwhelming the amount of unhealth, making the unhealth nearly irrelevant since it's only soaking up as much food as would pretty much have been waste otherwise. Unchecked Unhealth has one effect only and that is to soak up one food per round for each unhealth point not covered by a counteractive health point.

Okay I had it backwards then, as usual. :p

But from his game I don't now if I want one of my games to get that far. Modern Era from what I could see is a wreck. And keeping tabs on which Police unit can catch a criminal and who can't, yikes! I need to do a recount of his Police Units but it looked like he lost 1 or 2 or them as well as the BBs. And that is from 2 Criminals?! Double Yikes!!.

JosEPh
 
I did start a game in modern a while back... there's some balance issues but it's not as bad as it may seem. I'm curious how this city is so low on population... once it grows up more that unhealth will start to be a big problem.
I think he's got a bit more crime control than he needs but he'd let it get out of hand at some point earlier.
 
I did start a game in modern a while back... there's some balance issues but it's not as bad as it may seem. I'm curious how this city is so low on population... once it grows up more that unhealth will start to be a big problem.
I think he's got a bit more crime control than he needs but he'd let it get out of hand at some point earlier.
Yeah the POP was at 44 once, then it kept going down down down, and i looked and the guards i had was not enough, i had like 10 but it didnt do much, because i set the Promo only at Criminals Defense, rather than like Joe said, use the baton for use against Criminals and ruffian, didnt know that before, i was like Joe just said i did it backwards .., but keep getting criminals in the city 1 and 2 each turn is a little harsh then them taking out after u get 2 BB and then the 3rd one the crims take out all three, each and every time . . ..
 
Is there any progress on restoring automation capability for workers and missionaries? Also, I thought I saw something mentioned about hunting automation not being quite right - are there any further details on that?
 
Is there any progress on restoring automation capability for workers and missionaries? Also, I thought I saw something mentioned about hunting automation not being quite right - are there any further details on that?
Is there a problem with automation on workers and missionaries now?

As for hunters, they seem to be doing a lot better now than they were so you should be happy with the results now.
 
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