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

The Town Patrol becomes obsolete way too early (Flintlock). This means that after the discovery of Flintlock neither Guards nor City Guards can be built which both need the Town Patrol and in the end a long time passes where no policing units at all can be built (until the discovery of Deputization with the Sheriff unit). Only in cities where you have built the Town Patrol before the discovery of Flintlock you can still construct policing units.

Added: I have to correct myself, the problem is that the Guard House replaces the Town Patrol, but the Guard House doesn´t allow any law enforcing units. Only cities that haven´t built the Guard House can still build Guards.
 
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The Town Patrol becomes obsolete way too early (Flintlock). This means that after the discovery of Flintlock neither Guards nor City Guards can be built which both need the Town Patrol and in the end a long time passes where no Police units at all can be built (until the discovery of Deputization with the Sheriff unit). Only in cities where you have built the Town Patrol before the discovery of Flintlock you can still construct Police units.
This is because Hydro has not yet made the Guards and City Guards required the Guardhouse according to some recent change plans that have been mostly implemented otherwise.
 
Before the date change, did we have a time when the first Barbarians would start spawning? I'm seeing barbs on turn 48
 
Before the date change, did we have a time when the first Barbarians would start spawning? I'm seeing barbs on turn 48
Yes it was at 45 000 BC. I recklessly adjusted them to 200 000 BC, I think some on the team might disagree about it being like that, barb spawning from the get go that is.
Team, opinions?
 
I just found a barb slinger on turn 129........... I'm still learning weaving. Barbarian hunter at turn 134.
 
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Yes it was at 45 000 BC. I recklessly adjusted them to 200 000 BC, I think some on the team might disagree about it being like that, barb spawning from the get go that is.
Team, opinions?
There are strong opinions on giving some time margin before barbs start spawning. Until we have the Nomadic Start option, I don't feel it worthwhile to stand against that opinion and kinda agree with it.
 
It is supposed to be Animal throughout, but Neanderthal barbs gets replaced by normal barbs. Also the barbs type should be getting spawned based on the technology of the leader not the date but the spawn system does not support that.

edit just to be sure you understand, by having the barbarians spawn early you are doubling the number of units spawning hence increasing the difficulty level above what was expected.

If you are going to spawn human units early then you need to take out the Neanderthals to return balance.

edit 2: Looks like the same thing was done for sea critters. Their spawn was just moved to the start of the game rather than moving them to a similar relative position to start.

They should not start spawning until about the time the lead player gets sailing, otherwise it slows down turns too much. They need to spawn at around the point that sea going vessels have a chance of killing them, otherwise they get many promotions on top of the huge numbers of them.
 
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It is supposed to be Animal throughout, but Neanderthal barbs gets replaced by normal barbs. Also the barbs type should be getting spawned based on the technology of the leader not the date but the spawn system does not support that.
I agree that barbs should spawn based on the tech the barbartian civ have invented, this was how it was done in vanilla.
I don't know why TB wanted barbs in the spawn info, maybe he removed the old spawning system that was in the dll.
edit 2: Looks like the same thing was done for sea critters. Their spawn was just moved to the start of the game rather than moving them to a similar relative position to start.
Wrong, I did not set sea critters to spawn at 200 00 BC those are set at 45 000 BC now, it was 12 000 BC. The amount of turns before they start spawning should be close to what it was before the start date change, I didn't do the math though. Would have to look at the calendar for before and after the start date change and compare how many turns it takes to get to those dates.
They should not start spawning until about the time the lead player gets sailing, otherwise it slows down turns too much. They need to spawn at around the point that sea going vessels have a chance of killing them, otherwise they get many promotions on top of the huge numbers of them.
Again, I didn't do the math, but it should be somewhat close to what it was.
 
There are strong opinions on giving some time margin before barbs start spawning. Until we have the Nomadic Start option, I don't feel it worthwhile to stand against that opinion and kinda agree with it.
How many turns on normal gamespeed?
Need to know this to be able to set their start date for spawning. If we want it exactly how it was I could just do a checkup on the amount of turns myself.
 
How many turns on normal gamespeed?
Need to know this to be able to set their start date for spawning. If we want it exactly how it was I could just do a checkup on the amount of turns myself.
This changed at least 3 or 4 times in the last 2+ years alone. From a high of 50 turns to less to whatever current is. It used to correspond roughly with getting Tribalism.
 
I should note, heavily, that what I was writing about was on SNAIL speed, not normal speed. I was having barb hunters and slingers before I even had SPIKED CLUBMEN. I also didn't see a single neanderthal.
 
Wrong, I did not set sea critters to spawn at 200 00 BC those are set at 45 000 BC now, it was 12 000 BC. The amount of turns before they start spawning should be close to what it was before the start date change, I didn't do the math though.
All I can say is that the sea was getting sea critters when I got the tech Raft Building. Yes I am playing on Snail but the dates as used in the spawn file should be about the same for all game speeds.
 
I agree that barbs should spawn based on the tech the barbartian civ have invented, this was how it was done in vanilla.
I don't know why TB wanted barbs in the spawn info, maybe he removed the old spawning system that was in the dll.
Crafting spawns there is much easier and effective than the crap engine in the DLL, however, I do understand that we need a new tag and trigger system for basing things off the tech leader instead. It's my hope to fix that up this version.
 
9540+

Not sure if this is a bug or a new feature. I hope it is a bug.

Units on a transport ship when they reach their destination, after more than one turn. Can no longer unload. The transport ship has to remain stationary for one other turn. Makes amphibious attacks weakened.

Another possible bug, a strange move by the AI. I am at war with a Civ. and they have just landed a Pioneer next to one of my cities. No unclaimed land nearby.
 
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Units on a transport ship when they reach their destination, after more than one turn. Can no longer unload. The transport ship has to remain stationary for one other turn. Makes amphibious attacks weakened.
So the units didn't load in the same round? You're saying that if the transport finishes its move, it counts all transported as having completed their moves as well? Hmm... that would be something to look into. I know that if you load onto a transport, that counts as a full move action and you cannot, in the same round, unload. But it sounds like you're talking about units that started the round loaded and couldn't unload once the transport was finished moving.
Another possible bug, a strange move by the AI. I am at war with a Civ. and they have just landed a Pioneer next to one of my cities. No unclaimed land nearby.
Yeah... that's odd. I'd probably need the save of the round they do this to have a hope of figuring out what caused the decision.
 
So the units didn't load in the same round? But it sounds like you're talking about units that started the round loaded and couldn't unload once the transport was finished moving.

Yeah... that's odd. I'd probably need the save of the round they do this to have a hope of figuring out what caused the decision.

They were at sea for about 5 turns, but could not unload until the ship was stationary for one turn.

Will check if I have the save - tomorrow. :sleep:
 
I see the same behavior, but only on the same turn as I load a save. If I'm beyond the same turn, the units unload as normal. But it seems like as soon as you load up a save (possibly after running the SVN check), that the game thinks units have just been loaded unto all transports.

Should be fairly easy to duplicate in any game, as it seems to be everytime in mine.

Note - this has been a consistent issue for quite a while, i.e. not one of the recent SVN's.
 
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