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

What I'm really missing is some kind of overview of how many free units you've actually got. The number the game gives you, is the animal adjusted one, but that's very hard to figure out.
I suppose I could give a breakdown somewhere as to where the free unit count sub-totals are coming from. I'm often curious myself. I'll have to put that on the project list.

I found a bug in the Realistic Culture Spread option. I used this option at the start. I also used the City Starts with 1 Tile option. I don't know if it is part of the problem or not.

Around my cities the borders expand as expected with RCS, except one. In 14552 BC I conquered the Aztec civilization. I kept their capital. Around this city the borders expand in a full cross pattern as if the RCS would off.

I uploaded two saves. The first one is from before I enter with my attacking stack into Aztec territory and I declare war. The second is from much later. It is the current state of my game. I also put my game options into the uploaded file.

I started my game with SVN 9413.The earlier save is made with this version. I loaded this save after I updated to SVN 9416. I played the game with this version until I reached Tribalism and founded some new cities to see if those are affected too or not. Then yesterday I updated to SVN 9417 but I didn't played the game further, I just saved it again after the recalc. Then I reloaded the pre-war save with this version to do some more testing.

Originally I used some captured Story Tellers to eliminate anarchy and to boost culture in the conquered city. So I was curious of what would happen if I don't use them. It doesn't change the problem. Either way the RCS doesn't work with this city. And I wanted to see if the problem exists with the latest version too. It does.
Influence driven warfare means when you win battles you are adding cultural ownership value to the tiles in and around the battle site. This often leads to a very different spread of ownership once you capture the city. I rather suspect this is the case here. I'll take a look but there's not much I can do to analyze each plot to that depth, nothing that such a bug would be worth investing THAT much time into anyhow. I could take hours to track down how much culture is in each plot and so on, then try to work out the complex math formula to see how much should be there, then somehow try to factor in the fact that the war would have left behind all sorts of culture in surrounding plots... actually, no, because that last part would be impossible to say from the save spot now.

I think we have to simply assume that the influence you won from the war is creating the effect you are getting. Unless you are saying that the culture is very high and it's not expanded out as far as it normally would have, which would be the inverse of what I would assume would happen.

One thing to consider here is that the influence from battle doesn't immediately apply ownership. Expanding cultural levels are probably giving the plots around the city final justification to be labeled as yours as the cultural levels expand the 'maximum claim range'. So since there's so much of your latent cultural influence around from the war that as soon as that max claim range expands, all plots within that range are immediately yours.
 
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IInfluence driven warfare means when you win battles you are adding cultural ownership value to the tiles in and around the battle site. This often leads to a very different spread of ownership once you capture the city. I rather suspect this is the case here. I'll take a look but there's not much I can do to analyze each plot to that depth, nothing that such a bug would be worth investing THAT much time into anyhow. I could take hours to track down how much culture is in each plot and so on, then try to work out the complex math formula to see how much should be there, then somehow try to factor in the fact that the war would have left behind all sorts of culture in surrounding plots... actually, no, because that last part would be impossible to say from the save spot now.

I think we have to simply assume that the influence you won from the war is creating the effect you are getting. Unless you are saying that the culture is very high and it's not expanded out as far as it normally would have, which would be the inverse of what I would assume would happen.

One thing to consider here is that the influence from battle doesn't immediately apply ownership. Expanding cultural levels are probably giving the plots around the city final justification to be labeled as yours as the cultural levels expand the 'maximum claim range'. So since there's so much of your latent cultural influence around from the war that as soon as that max claim range expands, all plots within that range are immediately yours.
It is not much of a war. In one turn I enter to enemy territory, in the next I conquer the capital. I wrote down the influence numbers. During the battle I kill one Tribal Guardian for 1.6% influence. One Stone Thrower for another 1.6%. Three Healers for 1.5%. One Healer for 3.6% and one for 3.7%. That's it. If this is enough to unlock even the whole third ring around the city for expanding couple thousand years later, then you still have some problems I think.

Tomorrow I will play a little more. It is 57 turns to the next culture level in the city. I am curious about it.

I made some screenshots so you don't have to play 100+ turns to see what is happening.
 

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It is not much of a war. In one turn I enter to enemy territory, in the next I conquer the capital. I wrote down the influence numbers. During the battle I kill one Tribal Guardian for 1.6% influence. One Stone Thrower for another 1.6%. Three Healers for 1.5%. One Healer for 3.6% and one for 3.7%. That's it. If this is enough to unlock even the whole third ring around the city for expanding couple thousand years later, then you still have some problems I think.

Tomorrow I will play a little more. It is 57 turns to the next culture level in the city. I am curious about it.

I made some screenshots so you don't have to play 100+ turns to see what is happening.
I can see why you say there's an issue. I'm thinking on how I could possibly diagnose it... Not the normal kind of tracking bug here.

Did you do something that could have changed any of your game options since you started the game? And do other cities still, while this one is behaving this way, act correct under RCS culture expansion? That's the part that doesn't make any sense. There's no way I know of in the code for some plots to act right and others to act incorrectly as they all act according to the same sets of valuation rules.
 
Did you do something that could have changed any of your game options since you started the game? And do other cities still, while this one is behaving this way, act correct under RCS culture expansion? That's the part that doesn't make any sense. There's no way I know of in the code for some plots to act right and others to act incorrectly as they all act according to the same sets of valuation rules.
I think I didn't do something like that.

I updated the mod two times. I started my game with SVN 9413. First time I razed the city after the attack and played a couple hundred years when I decided that I should have kept it.

At this point I updated to SVN 9416. Right before the update I deleted the cache and I also deleted the UserSettings directory. I renamed the save folder. After the update I started a Play Now game. In the bug options I changed the settings to be the same as those I started my main game with. I played one turn, I saved twice. Then I closed the game, I restored my save folder and I restarted the game. I reloaded the same pre-war save that I uploded. Then I conquered the city again and played the game for a while. During this I found the problem.

I played the game until I researched the Tribalism tech and I founded some new cities to see if the problem affects those too. It doesn't. With some Tribes I sent Story Tellers to boost the culture in the new citys. I wanted to see if they caused the issue. They didn't. At this point I saved and I finished to play for that day. Next day I updated to SVN 9417 the same way as I did before. I reloaded the last save, made the recalc and saved again. This is the second uploaded save. If you load it you can see yourself the difference.

After this I closed the program, I renamed the save folder to keep my game, and I restarted the program. I reloaded the pre-war save to do some testing. I conquered the city again, this time I didn't use the Story Tellers to eliminate the anarchy time and boost the conquered city's culture. It didn't make any difference. I played a little and the borders still expanded the incorrect way.

So I don't think that any of these should have changed my game options. Except the mod updates but I always set the BUG options to the same after the updates before I play any. But I don't know if the updates could cause something like this or if I did something incorrectly during the updates. And even if I did it should have happend before I conquered the city so every city should behave the same way.

It seems to me that every city I founded behaves correctly under RCS culture expansion, including my capital while the conquered one behaves incorrectly. You can see yourself the difference if you load the second uploded save. It is very strange indeed.

I can try one thing tomorrow. I can test if the SVN update caused the problem some way.
 
While I have yet to capture an AI city in my latest Deity game, updated to current svn, I have notice a lot of oddities. I have met Shaka and Theodora. Both started of with a bang with their 2 Band of HS and founded 2 cities right away. By the time I reached tribalism they both had founded their 4th and 5th cities. By the time I reached Sed Life I had 3 cities to Theodora's 5 and Shaka's 6.

After SL I started popping settlers as fast as I could. I had spotted a place not far from Shaka's border that had Horses. I was going to take me about 8 turns to get there. Theo put her 6th city there. So that by the time I settled as close as I could to her border. Theodora's Culture was 6 tiles out from Adrianopolis. And it was already a 4 pop city and growing fast. Shaka's City culture influence was matching Theo's. So their Culture was booming. Of course I took this this to be because they were hitting Classical Era tech when I hit Writing in Ancient.

I'm now at 14 cities in late Ancient Era. Theodora is still at 6 cities. Shaka is at 8. That City of Thoedora's that has the horse resoure has not improved a single tile. She has Tengrii as her Founded religion. I find it very odd that that horse resource is not being used at all. In fact she has No Horse Units. Earlier She asked for a trade with me supplying llama to her for a tech. Her only mounted units are llama riders! Shaka has 5 horse resources that I can see from diplomacy. He wants my camels but is a skin flint for trading.

Anyway the AI only expanded to a point then stopped. Their culture seems to be more than it should be. One AI does not meet the needs of it's main religion. And now I'm closing in on them in the tech race and this is on Deity. Something is wrong. It's just not the same game since the last Dll update. This game was started with v37 release svn.

Oh and before I forget, Disease is doing a roller coaster ride as bad as Crime is/was before the last few svn changes to crime. It seems the Property system over all base has been changed somehow. Has disease been adjusted recently too? Like Crime?

Another item, I'm using all Combat Mod Options except HS and both SM Options.

EDIT: This deity game isn't even hard like it was before v37. Of course I had not used CM and SM with the mod like this before either.

And every time I come back to play, after leaving the game, it wants to do a re-calc. I've even cleared my own cache to see if this would stop. Nope.

I also had an encounter with a Flock of penguins str 3.36 vs my 4.40 axe man that I could not kill on a barren tile. My odds were 7.96 with my 4.40 vs it's 3.36, strange odds. Yet the 1.00 armadillo one tile over on a rock out crop was easy pickens. Guess that was a SM thing though.

JosEPh
 
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Right before the update I deleted the cache and I also deleted the UserSettings directory. I renamed the save folder. After the update I started a Play Now game. In the bug options I changed the settings to be the same as those I started my main game with. I played one turn, I saved twice. Then I closed the game, I restored my save folder and I restarted the game. I reloaded the same pre-war save that I uploded. Then I conquered the city again and played the game for a while. During this I found the problem.
All this could certainly have had the opportunity to change options if you'd overlooked just one detail in some of these steps but...

I founded some new cities to see if the problem affects those too. It doesn't.
That's what I was asking...
It seems to me that every city I founded behaves correctly under RCS culture expansion, including my capital while the conquered one behaves incorrectly.
This being the case, I cannot answer to how the game decided to apply its rules differently for one city or set of plots than another. There's no conceivable way this could happen but I'm not saying it doesn't. I guess I'm just admitting I have no way to figure this out. No information I can think of deriving from the game or code as it runs through could explain it. I can read through the RCS code to see if I can get a theory.

You said earlier that there weren't many units you defeated when you invaded the Aztecs. Were you saying that those were the only units you had to face in the war at all? Weren't there any units you fought in the field or in other cities nearby that you didn't keep perhaps?

By the time I reached tribalism they both had founded their 4th and 5th cities. By the time I reached Sed Life I had 3 cities to Theodora's 5 and Shaka's 6.
That, in and of itself, is a HUGE improvement granted by one of the latest updates. I simply moved forward city building on the priority level. The fact that they weren't founding their post-tribalism cities long after you, even if they'd had the tech way before you did, is a big improvement. I was seeing them ALL holding out nearly indefinitely without expanding. Not until I was already Mid-Ancient and they were nearly through the ancient.

I'm now at 14 cities in late Ancient Era. Theodora is still at 6 cities. Shaka is at 8.
So they slowed down. Do you have any visibility into their cities? Can you tell if they are suffering from any particular problems like crime or just plain economic burden? Was this all played on the latest SVN, since the crime unit AI improvements were made or was this played in part before that update? Previous to that update they were having severe problems with crime and were not handling it appropriately at all, which was really only just worsening the problem economically. They were collapsing financially and even after the fix they wouldn't be quick to repair things, especially if they were already in STRIKE conditions.

That City of Thoedora's that has the horse resoure has not improved a single tile.
This is either an extended sign of strike or a problem with her ability to build workers somehow. She may also have some units harrassing her and she's not responding all that effectively. This is a possibility since even older programming does support some use of PILLAGE AI units that one AI player may make and send to cause problems with another. I'm currently trying to teach the AI a number of steps to take to make it easier to defend themselves against this kind of thing.

She has Tengrii as her Founded religion. I find it very odd that that horse resource is not being used at all. In fact she has No Horse Units.
I don't know of any AI routines that help them identify unique strengths and play to them, like what Tengrii gives in particular. There is SOME but it's kinda weak and when it's overapplied it can easily cause more problems than good. The fact that she CAN have horses but doesn't is not a problem unique to her having Tengrii... that's just a problem in general that should be looked at. I also don't think Tengrii gives an AI any further desire to ensure it has access to a particular resource. That would be extremely advanced if it did. It's possible something like it could exist somewhere in the worker build priority AI or something but it would be rather localized that way, as in, it would not also tell her cities that it's more important to ensure she has workers.

But it shouldn't need to. Maybe her workers are staying in the city or getting killed because she is being bothered by barbs or other units. I AM designing an escort system that should help huge in places like that.

Anyway the AI only expanded to a point then stopped.
Yeah, I suspect that economic strain has a lot to do with that.

Their culture seems to be more than it should be.
This I can't answer to. Traits can modify culture and they may be constructing buildings effectively, or using animals more commonly for culture or something. No outright theories here and there could be odd stuff happening for an unknown reason in RCS as the other recent report. I'll keep an eye out for culture oddness. I don't think anything adjusted recently would have any impact on that at all though.

It's just not the same game since the last Dll update.
Again... is the WHOLE game played under this DLL or has it been updated as we go and has experienced all these post v37 updates?

Oh and before I forget, Disease is doing a roller coaster ride as bad as Crime is/was before the last few svn changes to crime. It seems the Property system over all base has been changed somehow. Has disease been adjusted recently too? Like Crime?
I've changed nothing regarding disease.

Another item, I'm using all Combat Mod Options except HS and both SM Options.

EDIT: This deity game isn't even hard like it was before v37. Of course I had not used CM and SM with the mod like this before either.
So you are or are not using Size Matters then?

And every time I come back to play, after leaving the game, it wants to do a re-calc. I've even cleared my own cache to see if this would stop. Nope
This has been a noted problem but I have never and will never touch the condition filter that Koshling set up that says whether to have this popup come up or not. It almost seems to be working in the inverse lately because I made a change and noticed it DIDn't ask after that change. I don't know. *SMH*

I also had an encounter with a Flock of penguins str 3.36 vs my 4.40 axe man that I could not kill on a barren tile. My odds were 7.96 with my 4.40 vs it's 3.36, strange odds. Yet the 1.00 armadillo one tile over on a rock out crop was easy pickens. Guess that was a SM thing though.
I'd actually like to see saves that display issues like this so I can take a deeper look in the code to ensure it's still working properly. Something was funny about that it seems but without being able to look at the code as it processes I can only shrug. Doesn't SOUND right.
 
I have Both SM Options ON, sorry not good enough proof reading before it posted.

Also I'm using developing Traits. BUT I did Not turn Off Start with Positive or No Negative traits. So Theo and Shaka both now have 6 traits and I have 4.

This game was started before the last Dll changes v 9407 iirc. So the Dll would have been 9396.

I finally got a horse resource but this game is so whacky I think I'm going to abandon it. The AI is Militarily stronger, more advanced units than me as I do not have a copper source yet and Iron working is a ways off yet.

Shaka did send a group of 8 bandit riders into my empire to try to wreak some havoc, he's been doing it to Theo. But my Obsidian Spear, Sword, llama, and camel riders eventually caught them and took them down.

Because of a series of mountain ranges with limited passes Theo is the Bottleneck for me and basic buffer to Shaka. They have been at war since Theodora placed that "Horse but no use Horse" city down.

As for that City of Theodora's that has the Horses that are not used, I have built a 7 tile long mud path to it from my border city. She has no "paths" of any kind. I was going to build a road from the horse resource which by the way is 1 tile from the Main city tile no less. I wonder if I build a mudpath on it if she will then start using it?

All round strange game this Deity, Normal GS, PM large, 7 Ai Started from svn 9407 and updated to 9417. Some screen shots below.

Civ4ScreenShot0042.JPG Civ4ScreenShot0043.JPG Civ4ScreenShot0044.JPG Civ4ScreenShot0036.JPG Civ4ScreenShot0037.JPG Civ4ScreenShot0039.JPG Civ4ScreenShot0046.JPG
 
You said earlier that there weren't many units you defeated when you invaded the Aztecs. Were you saying that those were the only units you had to face in the war at all? Weren't there any units you fought in the field or in other cities nearby that you didn't keep perhaps?
The whole war was two turns. Enter to territory, conquer the capital. The only units I fought were those I told about earlier.

Today I played/tested a little more. First I did a clean SVN 9413 checkout, and I replayed the war and around 50 turns. The problem stayed.

Then I updated the mod to SVN 9418 and played my main game for a while. When the city reached the next culture level my borders didn't expanded at all. The event log said it did, it played the sound effect belongs to it, but my territory around the city stayed big cross sized. The same as on my last uploaded screenshot. The next culture level comes after 136 turns. I will reach it in the next two days. I will return with the result.
 
I have Both SM Options ON, sorry not good enough proof reading before it posted.

Also I'm using developing Traits. BUT I did Not turn Off Start with Positive or No Negative traits. So Theo and Shaka both now have 6 traits and I have 4.

This game was started before the last Dll changes v 9407 iirc. So the Dll would have been 9396.

I finally got a horse resource but this game is so whacky I think I'm going to abandon it. The AI is Militarily stronger, more advanced units than me as I do not have a copper source yet and Iron working is a ways off yet.

Shaka did send a group of 8 bandit riders into my empire to try to wreak some havoc, he's been doing it to Theo. But my Obsidian Spear, Sword, llama, and camel riders eventually caught them and took them down.

Because of a series of mountain ranges with limited passes Theo is the Bottleneck for me and basic buffer to Shaka. They have been at war since Theodora placed that "Horse but no use Horse" city down.

As for that City of Theodora's that has the Horses that are not used, I have built a 7 tile long mud path to it from my border city. She has no "paths" of any kind. I was going to build a road from the horse resource which by the way is 1 tile from the Main city tile no less. I wonder if I build a mudpath on it if she will then start using it?

All round strange game this Deity, Normal GS, PM large, 7 Ai Started from svn 9407 and updated to 9417. Some screen shots below.

View attachment 463061 View attachment 463062 View attachment 463063 View attachment 463064 View attachment 463065 View attachment 463066 View attachment 463067
I'm rather curious about those combat odds against the penguin. You show no chance of 'failure'... I'd like to evaluate the save at that point if you have one.

You make it sound like Theo has simply fallen prey to being severely messed with by Shaka. I'd look a little deeper than just that into her nation and status if you can get me that save. Sometimes once they have been demolished it can be very difficult for them to recover.

The whole war was two turns. Enter to territory, conquer the capital. The only units I fought were those I told about earlier.

Today I played/tested a little more. First I did a clean SVN 9413 checkout, and I replayed the war and around 50 turns. The problem stayed.

Then I updated the mod to SVN 9418 and played my main game for a while. When the city reached the next culture level my borders didn't expanded at all. The event log said it did, it played the sound effect belongs to it, but my territory around the city stayed big cross sized. The same as on my last uploaded screenshot. The next culture level comes after 136 turns. I will reach it in the next two days. I will return with the result.
Hmm... still struggling for a theory but I'll read through the code on that stuff again at some point to see if I can find a loophole that would explain this. I don't recall anything that would though.
 
Anyone know why Audio.Log spits out these errors?
Spoiler Audio.log :
Code:
[11208.718] ERR: FAudioManager::GetAudioTagIndex(): Could not find string SND_TECH_CONSTITUTION of TagId 0
[11208.734] ERR: FAudioManager::GetAudioTagIndex(): Could not find string SND_TECH_COMPOSITES of TagId 0
[11208.890] ERR: FAudioManager::GetAudioTagIndex(): Could not find string SND_TECH_Stonecutting of TagId 0
[11216.468] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_FOOT_UNIT_ASTEROIDS of TagId 4
[11216.468] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_FOOT_UNIT_LOW_ASTEROIDS of TagId 4
[11216.468] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_ANIMAL_FOOT_LARGE_ASTEROIDS of TagId 4
[11216.468] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_ANIMAL_FOOT_LARGE_LOW_ASTEROIDS of TagId 4
[11216.468] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_HORSE_RUN_ASTEROIDS of TagId 4
[11216.468] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_TANK_LOOP_ASTEROIDS of TagId 4
[11216.468] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_TANK_END_ASTEROIDS of TagId 4
[11216.468] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_MOD_ARMOUR_LOOP_ASTEROIDS of TagId 4
[11216.468] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_MOD_ARMOUR_END_ASTEROIDS of TagId 4
[11216.468] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_ARTILL_RUN_LOOP_ASTEROIDS of TagId 4
[11216.468] ERR: FAudioManager::GetAudioTagIndex(): Could not find string AS3D_UN_ARTILL_RUN_END_ASTEROIDS of TagId 4
 
@T-brd,

Latest save game.

And something has messed with the GS era progression and dates too. Date is 700+AD and I'm still in Ancient era. And I don't believe I have hit 300 turns into this Normal game yet. Turn 236 and it was 96AD. It's like all of Clasical Era # of turns was skipped. Wierd!

JosEPh
 

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@T-brd,

Latest save game.

And something has messed with the GS era progression and dates too. Date is 700+AD and I'm still in Ancient era. And I don't believe I have hit 300 turns into this Normal game yet. Turn 236 and it was 96AD. It's like all of Clasical Era # of turns was skipped. Wierd!

JosEPh
I'll take a look at this as soon as I can. Will be a bit for that unfortunately. Maybe not to just look but for any kind of code evals I'm stuck for a while.

Nothing in the code would be adjusting anything about the game speed or dates but if you've been making adjustments while continuing to play the game it can severely skew things for that game in unexpected ways. I've not touched that stuff at least.
 
I'm wondering if the New Era Modifiers have kicked in and are now showing up. I'll have to do some test games with those at different values.

JosEPh
 
I'm still on my slowest speed game, possibly nightmare setting and have noticed some things I thought to bring up.


1. The "Tales of Sea Turtle" unit's construct "myth-seaturtle" tooltip has the TXT_KEY_BUILDING etc. and the civilopedia entry is the same.

2. Not bugs, but the economy aspect of the slowest game make certain improvements strange or untenable.
2a. "Public stoning" building makes two people unhappy & is free of maintenance, while the upgrade "Crucifixion Crosses" has a 1 maintenance and makes one person unhappy (which is more like 5 gold on this slowest speed) - the difference between the two is negligible, but the maintenance on the crucifixion crosses actually make this building worse and one you avoid upgrading to. I'd say either include maintenance for the public stone building, or slightly increase the crime reduction rate of the cruxifiction crosses. Right now they're both at five.

2b. The 5 gold cost graveyard, burial platform and mausoleum increase to a whopping 25+ maintenance cost on this speed. There is no way that you're building that in the early game and I'd be hard pressed to give away that kind of money later on - rather build another healer to keep disease in check... I'd suggest lowering the maintenance on these buildings, as it doesn't make sense why they'd be so expensive in the first place... Honestly II think they should cost 1 gold maintenance, but I guess you have a reason why they've been set so high.

3. The whale shark is a powerful early game animal, which is fine. But it has a tendency to murder anything you send out that floats. Whale sharks live on plankton, like most whales and shouldn't be predatory animals. There are no recorded instances of whale sharks attacking people - let alone killing them.


Except this guy maybe -


They really should be in the same group as tunas and eagle rays, not the sharks group.
 
3. The whale shark is a powerful early game animal, which is fine. But it has a tendency to murder anything you send out that floats. Whale sharks live on plankton, like most whales and shouldn't be predatory animals. There are no recorded instances of whale sharks attacking people - let alone killing them.

They really should be in the same group as tunas and eagle rays, not the sharks group.
Whale Shark, Manta Ray, Narwhal, Humpback Whale, Dolphin, Sea Lion and dugong (now on the Beast team) were initially in the creatures team (the same group as tunas and eagle rays), but some were arguing that animal teams were unbalanced for sea animals, since there only were only a few in the Beast team (Reptiles, Orca, giant squid and Marlin), and only real sharks (2-4 different units?) in the predatory team, while the creatures team had more than 20 sea animals.
Others were arguing that a lot of those animals eat smaller fish and crab and coud thus not be on the same team as them.

If you play without aggressive animals options, level 0 whale sharks should not be capable of attacking due to an aggressiveness value of 0 (this increases by 1 for every "level up")

This thread shows some of the discussions on animal teams.

Edit: Joseph have lately been the man in charge of gamespeed and difficulty modifiers.
 
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@TB: I would be really grateful if you could take some time to look into this repeatable CTD experienced with my modmod. Who knows, maybe its source is relevant for C2C too, could be related to the "Heart of War" module which I enforce in the modmod.
If the problem is not in the dll, then I'm hoping you might be able give me a clue to what the source may be as I'm not getting anything from logs and debugging dll.

Edit: Just click "end turn" in the autosave and the game gets a CTD.

Attached minidump, autosave and modmod assets used from map generation to CTD (without changing anything during the game) can be found here.
 
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I'm rather curious about those combat odds against the penguin. You show no chance of 'failure'... I'd like to evaluate the save at that point if you have one.
Might have something to do with this. ^^
Code:
            <Type>UNITCOMBAT_BIRD_PENGUIN</Type>
            <Description>TXT_KEY_UNITCOMBAT_BIRD_PENGUIN</Description>
            <iDamageModifierChange>-95</iDamageModifierChange>

Edit: Hmm, that was three post in a row, how untidy of me.
 
1. The "Tales of Sea Turtle" unit's construct "myth-seaturtle" tooltip has the TXT_KEY_BUILDING etc. and the civilopedia entry is the same.
DH is working on these. WIP basically.
2. Not bugs, but the economy aspect of the slowest game make certain improvements strange or untenable.
2a. "Public stoning" building makes two people unhappy & is free of maintenance, while the upgrade "Crucifixion Crosses" has a 1 maintenance and makes one person unhappy (which is more like 5 gold on this slowest speed) - the difference between the two is negligible, but the maintenance on the crucifixion crosses actually make this building worse and one you avoid upgrading to. I'd say either include maintenance for the public stone building, or slightly increase the crime reduction rate of the cruxifiction crosses. Right now they're both at five.

2b. The 5 gold cost graveyard, burial platform and mausoleum increase to a whopping 25+ maintenance cost on this speed. There is no way that you're building that in the early game and I'd be hard pressed to give away that kind of money later on - rather build another healer to keep disease in check... I'd suggest lowering the maintenance on these buildings, as it doesn't make sense why they'd be so expensive in the first place... Honestly II think they should cost 1 gold maintenance, but I guess you have a reason why they've been set so high.
I agree with both. They've been on my 'list' for a while but I've been waiting to take a deeper look at building chains before making these adjustments. That said, they are probably valid enough assessments to make the suggested changes immediately.

@TB: I would be really grateful if you could take some time to look into this repeatable CTD experienced with my modmod. Who knows, maybe its source is relevant for C2C too, could be related to the "Heart of War" module which I enforce in the modmod.
If the problem is not in the dll, then I'm hoping you might be able give me a clue to what the source may be as I'm not getting anything from logs and debugging dll.

Edit: Just click "end turn" in the autosave and the game gets a CTD.

Attached minidump, autosave and modmod assets used from map generation to CTD without changing anything during the game.
I'm happy to look into this but I'm stuck on a really really big project right now and I've also got a big debug to do with the MP game. I can't look into this issue until both are resolved. There's also a crash bug I need to address first once I get unstuck from the AI project I'm working on.
 
Might have something to do with this. ^^
Code:
            <Type>UNITCOMBAT_BIRD_PENGUIN</Type>
            <Description>TXT_KEY_UNITCOMBAT_BIRD_PENGUIN</Description>
            <iDamageModifierChange>-95</iDamageModifierChange>

Edit: Hmm, that was three post in a row, how untidy of me.
The functioning of this forum invites that now.

I was thinking it may have something to do with that or adjusted HP amounts. But why the odds so low for the attacker is still curious. The damage for the attacker isn't modified here... I'm thinking a high dodge chance for the penguins from size may have a lot to do with that.

Odds displays are not really as accurate to an end total as they were. I might need to restructure the combat help display a bit to show hit chances and damage amounts and so on instead of trying to even give a final odds like this.
 
I was thinking it may have something to do with that or adjusted HP amounts. But why the odds so low for the attacker is still curious. The damage for the attacker isn't modified here... I'm thinking a high dodge chance for the penguins from size may have a lot to do with that.

Odds displays are not really as accurate to an end total as they were. I might need to restructure the combat help display a bit to show hit chances and damage amounts and so on instead of trying to even give a final odds like this.
Right, I misinterpreted and thought he had a 98-100% chance of victory while you thought it weird.
It is indeed weird with only 7.96% in that situation.
 
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