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

i believe that the "partisan" stuff is out of whack... they start out at str 60, waaaay above the 20-30 units fighting against them, plus now they are showing up all over the map rather than around the city that was conquered????
hmm... those are guerillas, not partisans, so perhaps we're somehow still in the middle of the freedom fighters project there and something isn't calibrated quite accurate to the tech level or something. I'll put it on my list to review that whole segment because DH and I were working on it and got sidetracked before I felt we had it dialed in quite right. I'm not sure if that's something on my end or his or what. Memory fails me on this matter.

What is the normal city defender type unit for the tech level you're in right now?
 
At least pillage mission should consume all movement points, and unit should become visible (force "standout" status). Otherwise - who will use "sabotage" mission?
Sorry this went unanswered. To answer the question, Strike Teams cannot pillage and instead must sabotage because they aren't trying to steal and raid, they are strategically destroying key useful targets.

Interesting to say to enforce standout status but when you're losing plot details and you don't see why, at that point you've gotta get spotting units into the region, like dogs and such. I'd prefer to let ciminals be harder to stop from this behavior than easier. They should be able to leave a city, raid, then sneak back into the city. What might be nice eventually is to enforce an investigation check whenever a criminal enters a city perhaps so that there is some risk there still. I should also put a much greater difficulty on passing an investigation check when the criminal is visible thus known criminals have a harder time getting in through security.

Both of those last points are now added to my bugs/projects list.
 
Can confirm that the modern suburbs map symbol still looks like a medieval straw hut in patched V37, just tested it. Needs a fix to look proper and follow the looks of the current age like previous map symbols of village, town etc.
Not sure what symbol you're referring to here.
 
atm it destroys the improvement and adds a tornado feature.
Spoiler Code :
Code:
XML
        <EventInfo>
            <Type>EVENT_TORNADO_1</Type>
            <Description>TXT_KEY_EVENT_TORNADO_1</Description>
            <iImprovementChange>-1</iImprovementChange>  <!-- removes any improvement in the plot -->
            <PythonCallback>applyTornado1</PythonCallback>
            <Button>,Art/Interface/Buttons/Process/Blank.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,8,5</Button>
            <iAIValue>1000</iAIValue>
        </EventInfo>
PYTHON
######## TORNADO ###########

def applyTornado1(argsList):
  iEvent = argsList[0]
  kTriggeredData = argsList[1]
 
  plot = gc.getMap().plot(kTriggeredData.iPlotX, kTriggeredData.iPlotY)
  plot.setFeatureType(gc.getInfoTypeForString('FEATURE_TORNADO'), 0)
Which would also thus destroy the feature there since there can be only one.

Has this ever been corrected? Hate to necro an old item if it's already resolved but I'm reviewing for unresolved stuff right now so I might ask a few questions like this over the next few days.
 
Which would also thus destroy the feature there since there can be only one.

Has this ever been corrected?
No, no ones touched that stuff since the issue was raised... (issue was that the tornado lingers for too many turns on the map.)
The event trigger has this which I assume makes it so that it cannot occur on a plot that already have a feature.
Code:
            <FeaturesRequired>
                <FeatureType>NONE</FeatureType>
            </FeaturesRequired>
If it is not working (no reports on this though) then I can change the python part of the event to only apply the tornado if there is no feature present on the plot. Then we could let the event occur on plots that already have a feature, but with no graphical tornado in those cases.

Regarding the original issue:
I could make it so that the event never spawn a tornado feature, getting rid of its python part altogether.
OR
I can look into a way to make a follow up event one turn after the first event that removes the tornado...
 
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No, no ones touched that stuff since the issue was raised... (issue was that the tornado lingers for too many turns on the map.)
The event trigger has this which I assume makes it so that it cannot occur on a plot that already have a feature.
Code:
            <FeaturesRequired>
                <FeatureType>NONE</FeatureType>
            </FeaturesRequired>
If it is not working (no reports on this though) then I can change the python part of the event to only apply the tornado if there is no feature present on the plot. Then we could let the event occur on plots that already have a feature, but with no graphical tornado in those cases.

Regarding the original issue:
I could make it so that the event never spawn a tornado feature, getting rid of its python part altogether.
OR
I can look into a way to make a follow up event one turn after the first event that removes the tornado...
I think we need to determine if we want it to destroy the feature.

The process, if it's possible to map out all steps easily here, should be:
1)The old feature is recorded on the plot in a manner that would save if needbe - not sure if python can do that
2)The plot picks up the tornado as a feature and thus the existing feature is removed by default
3)The plot loses any improvements on the plot (but not necessarily routes)
4)The tornado lasts there for 1 round
5)Next round the tornado is removed and the old feature is re-assigned to the plot.

Tell me if this can all be done in the python.
 
I think we need to determine if we want it to destroy the feature.

The process, if it's possible to map out all steps easily here, should be:
1)The old feature is recorded on the plot in a manner that would save if needbe - not sure if python can do that
2)The plot picks up the tornado as a feature and thus the existing feature is removed by default
3)The plot loses any improvements on the plot (but not necessarily routes)
4)The tornado lasts there for 1 round
5)Next round the tornado is removed and the old feature is re-assigned to the plot.

Tell me if this can all be done in the python.
It can be done, during the first event the python must store the plot and feature in a dictionary which map those two together. Dictionary{ aPlot = aFeature }
Then the next turn the new follow-up python-event asks the dictionary what feature was in this plot and can reassign it after removing the tornado.
It should also remove the entry from the dictionary to not waste memory by storing useless data.

@Dancing Hoskuld : do you wanna handle this or should I?
 
It can be done, during the first event the python must store the plot and feature in a dictionary which map those two together. Dictionary{ aPlot = aFeature }
Then the next turn the new follow-up python-event asks the dictionary what feature was in this plot and can reassign it after removing the tornado.
It should also remove the entry from the dictionary to not waste memory by storing useless data.

@Dancing Hoskuld : do you wanna handle this or should I?
Impressive :)
 
It can be done, during the first event the python must store the plot and feature in a dictionary which map those two together. Dictionary{ aPlot = aFeature }
Then the next turn the new follow-up python-event asks the dictionary what feature was in this plot and can reassign it after removing the tornado.
It should also remove the entry from the dictionary to not waste memory by storing useless data.

@Dancing Hoskuld : do you wanna handle this or should I?
As I said everything I touch at the moment breaks. Even Windows 10 is broken on my my machine - no start menu or search bar - or they are there but greyed out.

So maybe you should look at it.
 
As I said everything I touch at the moment breaks. Even Windows 10 is broken on my my machine - no start menu or search bar - or they are there but greyed out.

So maybe you should look at it.
ok dokey.
Have you tested http://www.classicshell.net/
It just might give you a functional start menu again.
I've used it for a long time and can report that it doesn't make your system unstable in any way.
 
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Minor issue, the tablet maker costs around 2200 resources on eternity, which is about a third the price of the Library of Nineveh wonder or about half the price of a factory (!). Everything else is around a quarter of this price at the beginning of the ancient period.

Surely this is a bug? The tablet maker gives you 1 gold and +2 education, so nothing special - and it ain't that hard to make stone tablets...
 
Tiny issue: special building - civic (martial law) has pink icon in wiki.

Minor issue, the tablet maker costs around 2200 resources on eternity, which is about a third the price of the Library of Nineveh wonder or about half the price of a factory (!). Everything else is around a quarter of this price at the beginning of the ancient period.

Surely this is a bug? The tablet maker gives you 1 gold and +2 education, so nothing special - and it ain't that hard to make stone tablets...
Sounds like bug - there was building recosting - now building costs scale with location of farthest tech requirement.
At some places could be obsoleteing tech (or tech being in earlier place of tech tree) location picked for cost adjustment.
 
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Minor issue, the tablet maker costs around 2200 resources on eternity, which is about a third the price of the Library of Nineveh wonder or about half the price of a factory (!). Everything else is around a quarter of this price at the beginning of the ancient period.

Surely this is a bug? The tablet maker gives you 1 gold and +2 education, so nothing special - and it ain't that hard to make stone tablets...
Yep. Thanks for pointing out. I'll try to have a commit to correct that in by this evening.
 
Going back over on the "Guerrilla" stuff, it looks like on 1 turn there are none and then all of a sudden there are like 20 or more of them all over the place, something isnt right here????? Cant remember which one of the autosaves it happens, so i have the last 2 i have listed, sorry if this doesnt help. .
 

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Tiny issue: special building - civic (martial law) has pink icon in wiki.


Sounds like bug - there was building recosting - now building costs scale with location of farthest tech requirement.
At some places could be obsoleteing tech (or tech being in earlier place of tech tree) location picked for cost adjustment.

Yep. Thanks for pointing out. I'll try to have a commit to correct that in by this evening.


It's probably fallen through the cracks because it's a building you get for free from the Libraby of Nineveh, making it a beeline wonder for most players. But I've restarted my eternity game, ended up isolated on an island far out in the northern ocean and while the others have just built Hadrian's Wall, I've only just broken through to Sedentary Lifestyle and haven't met anybody yet :D - it'll be a total defeat most likely, which is bloody fun!

Anyway, I'll keep an eye out for similar buildings that may have fallen through the pricing crack.
 
You need enough of that Tablet Makers before you can build the Library of Nineveh and then it gives you free ones. It is one of those infrastructure wonders ;)
 
Going back over on the "Guerrilla" stuff, it looks like on 1 turn there are none and then all of a sudden there are like 20 or more of them all over the place, something isnt right here????? Cant remember which one of the autosaves it happens, so i have the last 2 i have listed, sorry if this doesnt help. .
If you can isolate that turn it could help. Does a city get captured?

It's probably fallen through the cracks because it's a building you get for free from the Libraby of Nineveh, making it a beeline wonder for most players. But I've restarted my eternity game, ended up isolated on an island far out in the northern ocean and while the others have just built Hadrian's Wall, I've only just broken through to Sedentary Lifestyle and haven't met anybody yet :D - it'll be a total defeat most likely, which is bloody fun!

Anyway, I'll keep an eye out for similar buildings that may have fallen through the pricing crack.
The recosting hasn't been in effect long. I expect bad recosting spot reports to trickle in for a while. The human mind cannot do that much repetitive activity and be reliably accurate all the time. The slightest distraction can lead to an accidental visual shortcut or skip in the process and blam, you have an error. That the entire 2500+ list of buildings just got hand recalibrated in costs is... let us say it was the most unimaginably mind numbing effort I've ever undertaken. Thanks Mom for all those times I had to write 500 sentences as a punishment because they made it possible to tolerate this sort of thing enough to get it done!

And now I'm crazy enough to invite similar projects under discussion.

You need enough of that Tablet Makers before you can build the Library of Nineveh and then it gives you free ones. It is one of those infrastructure wonders ;)
Interesting to point out. Thanks.
 
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