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

I have figured out the strangeness in WTL, I have one city like everyone else but I only have a population of 1 whereas they all have populations of 2-3.

Perhaps it should not come into play until at least one nation has 2 cities.
 
Save game showing my empire as largest but still getting WFL benefits, from Discussion thread.

Also a good display of AI over producing Healer/Medicine man units during War. Suryvar's capital has 33 medicine men in it. And I have been killing off stack of MMs in the surrounding enemies cities areas.
 

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Save game showing my empire as largest but still getting WFL benefits, from Discussion thread.

Also a good display of AI over producing Healer/Medicine man units during War. Suryvar's capital has 33 medicine men in it. And I have been killing off stack of MMs in the surrounding enemies cities areas.
Thank you. I won't be able to look at it RIGHT away but I suspect a few things here:
1) That other modifier amounts are being counted into the display for TD/WFL amounts and because one of them is on, it's showing there. The python for that display pulled a trick I wouldn't have advised and I think that the last adjustment for the modifier adjustment may have caused some of this. There WAS another variable I remember being included in this portion. I will be able to prove or disprove that quickly but the fix is going to be a blend of a dll/python solution so that sucks. I was hoping to get around that. There's another vague possibility too, which is that somehow the TD amount may be getting included when it's not supposed to be but I don't think that's going to prove to be the issue.

2) The overproduction of healers may have to do with the HEALER AI being flawed or not working quite right. The combat stacks they have out there... are those getting healers coming to support them or could the problem be in the healers not moving to support the stacks they are trained to support? That could certainly cause issues as they could keep calling for more healers since they never get the support they call for. It doesn't look like a property control issue because if it was you'd see similar problems with LE units.
 
There's another vague possibility too, which is that somehow the TD amount may be getting included when it's not supposed to be but I don't think that's going to prove to be the issue.
1. TD is Off in this game.

2. Now that Suryvar has access to Patrols he is sending them out with other units groups. And why wouldn't he, they are a str 8 Unit good at defense. This is somewhat similar to the Siege Ram issues of 2015. You can draw parallels here. It's just not quite as bad as the rams were.

EDIT: For those that D/L'd the Save. One thing I do a little different, I don't Declare war. I expand till the AI declares on me. Both Brennus and Suryvar attacked me first. I let them build up their forces to see if I can withstand their assault. Then I counter attack depending upon the situation.
 
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I'm seeing bandits and similar rogue units being used by the AI to escort workers - intended? I'd think the logical thing for them would be to slink around the borders of former or would be enemies. Looking for targets of opportunity.


Also the warlord chieftain (or some similar title) - the first trainable general style unit - is capturable. They also have the bandit or barbarian promotion, so when the AI sends them out patrolling or whatever, my He-Man hunters can make short work of them without declaring war - and I get a free warlord chieftain to send home and boost one of my units.

By now I think around ten of my units have the warlord promotion because of this... -50% upgrade cost and +1 first strike ain't bad. But surely this can't be working as intended?
 
1. TD is Off in this game.

2. Now that Suryvar has access to Patrols he is sending them out with other units groups. And why wouldn't he, they are a str 8 Unit good at defense. This is somewhat similar to the Siege Ram issues of 2015. You can draw parallels here. It's just not quite as bad as the rams were.

EDIT: For those that D/L'd the Save. One thing I do a little different, I don't Declare war. I expand till the AI declares on me. Both Brennus and Suryvar attacked me first. I let them build up their forces to see if I can withstand their assault. Then I counter attack depending upon the situation.
1) I know that. So if the problem has to do with it tallying in even when it's not on, then that would be a pretty big problem right?
2) It's possible but unlikely that he'd be using Patrols as standard military units but there is a new escort AI and yes, as a defender, they can be selected for this. Are they doing this as singular units or are they amassing in groups? I suppose they could inadvertently join with other units being escorted and appear that way but does it look like they are being used for defensive guards for more vulnerable unit types? This would be the behavior they should be exhibiting if so.

About their strength... they are a little early in being updated to the strength curve intended for units around that time. Not unlike other aspects, like costs, of reviewed types when compared to types that haven't been properly reviewed yet. WIP stuff.

I'm seeing bandits and similar rogue units being used by the AI to escort workers - intended? I'd think the logical thing for them would be to slink around the borders of former or would be enemies. Looking for targets of opportunity.


Also the warlord chieftain (or some similar title) - the first trainable general style unit - is capturable. They also have the bandit or barbarian promotion, so when the AI sends them out patrolling or whatever, my He-Man hunters can make short work of them without declaring war - and I get a free warlord chieftain to send home and boost one of my units.

By now I think around ten of my units have the warlord promotion because of this... -50% upgrade cost and +1 first strike ain't bad. But surely this can't be working as intended?
That would be very odd for criminals to be selected as escorts. I'd like a save that shows this just so I can verify that's their actual AI setting. Very odd indeed since I didn't create any sections in the code that could switch a unit to being an escort AI if they weren't born to be and the selection of an escort AI should limit itself to the units that have that AI specified in their XML as a possible option. I may find a very odd bug somewhere violating these simple channels somehow I suppose.

Dont know if this is anything, but i had a repeatable CTD, and forgot to save the savedgame . . . nut here is the mini . . .
Being in the middle of a major project here, I'm not able to use a mini at the moment but I may get some benefit from it later so leave it there and I'll take a shot at it when I can.
 
The "new axe design" random event triggers on stone axemen, but the stone axemen don't recieve the free promotion (Shock I). Perhaps intended? It was originally a clubman, gained from a hut nonetheless (or perhaps the free starting unit), which I upgraded all the way up. I renamed it too, if that might be a problem.

Very minor issue, but if you want I'll deliver a full bug report with saves and etc.

Edit: "War games" random event gave the Leadership promotion to my Great Commander.
 
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Got a bunch of PINK tech btns?? if someone doesnt have btns, pl;s use the "blank" replaceme btn i had here . . .
 

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@TB

Got a CTD mini and save in zip, pretty small still in PreH era, i by-passed this one by going back a few saves and then it let me go on, so no biggy on this , more or less if it helps ok, if not again no biggy . . .
 

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@TB

Got a CTD mini and save in zip, pretty small still in PreH era, i by-passed this one by going back a few saves and then it let me go on, so no biggy on this , more or less if it helps ok, if not again no biggy . . .
I will be happy to investigate as soon as i can... Still tied up for a bit here.
 
So I'm a third into my eternity game, nightmare difficulty and most of the continent I'm on has been civilized and cultivated. Roads and improvements in most (but far from all) places.

And the animals have stopped spawning completely. I've had my hunters run around for the last 100+ turns, 10 of them, capturing less than ten animals (all birds). One in the last thirty turns or so.

Is this intended? I mean, even in our world with logging everywhere, farming and what have you, and a dwindling bio diversity, there are still plenty of certain animals around.

I think that maybe the setting for animal spawns in culture areas has been set too low, as they almost never pop up within my own borders.
 
Original intent was for no spawns inside cultural borders. Not sure if it has been changed to include cultural areas which have not been improved or are not being worked.

I would suggest that if a plot is both worked and improved then it should have the lowest chance of spawning anything after city and fortification plots.
 
Original intent was for no spawns inside cultural borders. Not sure if it has been changed to include cultural areas which have not been improved or are not being worked.

I would suggest that if a plot is both worked and improved then it should have the lowest chance of spawning anything after city and fortification plots.

I don't disagrree, but there should still be a chance or you're effectively making hunter units obsolete once a continent has been mostly settled.

The weird thing is there's still some un-cultured land left and there's no spawning happening there either.
 
Original intent was for no spawns inside cultural borders. Not sure if it has been changed to include cultural areas which have not been improved or are not being worked.

I would suggest that if a plot is both worked and improved then it should have the lowest chance of spawning anything after city and fortification plots.
Cant recall exactly how I set it up but iirc the plot must not be improved. Or at least if it is its another level of hindrance. I beleive the animal itself must qualify to be capable of moving onto an improved tile to potentialy spawn there. Because few animals are that comfortable with humanity the spawns slow dramatically.
 
Cant recall exactly how I set it up but iirc the plot must not be improved. Or at least if it is its another level of hindrance. I beleive the animal itself must qualify to be capable of moving onto an improved tile to potentialy spawn there. Because few animals are that comfortable with humanity the spawns slow dramatically.

I'm seeing a completele shutdown of spawns by now. It's really awful gameplay that you run around with hunters for ages and then at some point they're just reduced to highly upgraded scouts. Should I just send them back home and forget all about them? A third way into the game, part of what makes C2C fun, mostly just stops. It's like having your Pokemon taken away...

Also I don't see the logic behind your statement at all... Animals are everywhere, whereas humans really only inhabit very little of the planet (around 10% according to some studies - go back in time, before industrialization and that number drops to maybe 2-3%). So even a well cultured area would see vast tracts of land that was mostly empty, unused or unusable. Even farmland is full of life.

What we have done is reduce biodiversity drastically, the number of actual animals remain mostly constant, because while some species cannot survive modern man, others thrive.

And I haven't even reached medieval times in this case... So yeah, culture borders shouldn't be a great limitation on animal spawns. Improvements should reduce it, but not make it go away completely.
 
@Septimius,

You not mentioned what Game Options you have set for this game. Some of them in regards to animals will have an affect on them as the game progresses.

Do you have Stay Out On? Peace among NPCs Off or On? Reckless? Etc.?

Plus how many AI are on your continent? How many have lots of hunter units out and about like you? Even if there is Open unimproved land still lying around how many different hunters are out there from all Players Including if any Barbs or Neandethals are still active. Lots of variables to just say there's not enough spawning going on with out more details.
 
Cant recall exactly how I set it up but iirc the plot must not be improved. Or at least if it is its another level of hindrance.

Certain animals should spawn even on improved spots. In previous places I have either worked or lived in, within a few yards of a building, I come across foxes, deer, hawks etc. Plus all the low level animals, rabbits. birds etc.

Just a thought.

My options allow animals in my borders, peace among NPCs, no reckless animals - I want them for the food etc.
 
@TB: If septimus is not playing with "animals stay out" game option, then it would seem that there is a small issue here. I would appreciate if you look into ways to improve the spawn code for areas within cultural borders.
I'm merely petitioning you to ponder on how to increase those spawn in a reasonable manner; or on how to give us new ways to influence it in the spawn info xml.
No rush. ^^
 
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