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

Joe's suggestion to 'clear the cache' might help in this case. How do you do that again.

The folder is in an obscure position for most people (and its location easly forgotten). So the best thing is to create a shortcut to the relevant folder. Click on the shortcut and then just delete all the files.
 
I've noticed that the AI tends to leave his cities relatively unguarded when I'm coming for them.
In the picture below, for example, I've been attacking the city for a couple of turns now. As can be seen there are units around, but he decided to leave the city unguarded save for one bowman.
It's possible that the AI failed horribly to estimate his defenses, since I'm abusing a super-unit (again).
Spoiler :
upload_2018-1-25_14-14-2.png


On another note, giving great generals the golden age ability when they are leading troops may cause golden age started by other great people to take them. Is there a way to prevent that behaviour for specific generals?

EDIT:
I've also encountered an interesting graphics issue.
Reloading solved the issue.
 
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Regarding the AI and its estimation of needed city defense, I noticed in the past that the AI may have a tendency to lower the number of defenders as the defensive % value of the city goes up. It is just a hunch, not a conclusion from systematic observation, and maybe it has been fixed already, but maybe the AI overestimates the defensive capabilities of garrisons behind high walls. It only takes one city revolt by a spy or a few turns of artillery bombardment to reduce that defensive bonus to (almost) nothing.
 
On another note, giving great generals the golden age ability when they are leading troops may cause golden age started by other great people to take them. Is there a way to prevent that behaviour for specific generals?
There is a difference between a Great General and a Great Commander. Commanders shouldn't be able to golden age. If they can, that should be looked into.

As for city defenses, that's a deep subject in the code. They tend to staff a lot of their defenders outside the city and I want to bring that practice to an end (though some orbiting defenders isn't a bad idea they should be a new AI type that seeks terrain promos). There's other factors but I haven't seen city defense levels being one of them. More work does need done on defense fine tuning in the AI. Along with a lot of other AI matters. Small improvements at a time there. Each version a little better than the last.
 
If we're talking about Ammunition and [too] early obsoletion, there's also an issue with the Ammunition Complex replacing the Ammunition Factory. When the Factory obsoletes, you can't build all the siege units from Early Artillery and on anymore - they require it specifically. I think you should add a "OR Ammunition Complex" to their requirements, because now if you build the Complex in one of your cities, from that point on you can only train Medieval era units (the Ammunition Complex becomes available at late Modern or early Information era). At least, until you get Levitation Generators much much later in the tech tree.
Took me a minute to realize that the building you're talking about is in Pepper's module. I added some modular adjustments to the units in question so as to update our assets to your suggestion in full.
 
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I'm getting Beluga, Narwhal and Leviathan myth info class errors too (subdue_animals_civ4unitinfos.xml) after updating to latest SVN.
 
now getting these errors with another update???
Yeah, DH removed the buildings for the beluga, narwhal and leviathan myths, so there are now buildingclasses that reference buildings that doesn't exist.
I'm sure DH intended to move (not delete) the buildings from modular to main xml.

@Dancing Hoskuld: I'll let you handle this, unless you want help.
 
Hello, I see the character encoding has been corrected, good but some accent in the interface stay missing:
 

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Yeah, DH removed the buildings for the beluga, narwhal and leviathan myths, so there are now buildingclasses that reference buildings that doesn't exist.
I'm sure DH intended to move (not delete) the buildings from modular to main xml.

@Dancing Hoskuld: I'll let you handle this, unless you want help.
There were duplicates of the buildings in core and in my experimental folder. The ones in my experimental folder were old and wrong which was causing the Beluga Myth to not be available when it should. I deleted the buildings from my folder. I then realised that the Class building was still in my folder and moved them to core where the buildings were defined. I then did the first update but only half got done.

Now it is possible my update was not correct as my internet connection is very woeful at the moment, it slows to below dial-up speeds at times. They are working on the lines at the moment.

@Toffer90 if you could revert both sets of changes I did that would be best and I will not try to do anything until my computer and the lines are fully working, thanks.
 
Hello, I see the character encoding has been corrected, good but some accent in the interface stay missing:
I'll fix those before v38 is released.
There were duplicates of the buildings in core and in my experimental folder. The ones in my experimental folder were old and wrong which was causing the Beluga Myth to not be available when it should. I deleted the buildings from my folder. I then realised that the Class building was still in my folder and moved them to core where the buildings were defined. I then did the first update but only half got done.

Now it is possible my update was not correct as my internet connection is very woeful at the moment, it slows to below dial-up speeds at times. They are working on the lines at the moment.

@Toffer90 if you could revert both sets of changes I did that would be best and I will not try to do anything until my computer and the lines are fully working, thanks.
The buildings are not in the core on SVN so when you deleted them from your module the error appeared because there were Buildingclasses that referenced those buidlings, moving those buildingclasses to the core didn't change that fact.

I will just add the Narwhal, Beluga and Leviathan Buildings that you deleted from your experimental folder into zAnimals_CIV4BuildingInfos.xml. You will have to re-apply the fix to when they become available.

Edit:
I'll fix those before v38 is released.

I will just add the Narwhal, Beluga and Leviathan Buildings that you deleted from your experimental folder into zAnimals_CIV4BuildingInfos.xml. You will have to re-apply the fix to when they become available.
Done and done.
 
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with 9864 update I have started seeing errors when the xml is loading errors similar to the attached below. There 35-40 of them and all are related to "MIGHT" related promotions:
error.png
 
with 9864 update I have started seeing errors when the xml is loading errors similar to the attached below. There 35-40 of them and all are related to "MIGHT" related promotions:
View attachment 486460
Might be explained if you are using my "Interface Overhaul WIP" modmod, v0.5.9.2.1.1. and v0.5.9.2.2.1 were incompatible with the SVN from rev. 9859 and onward.
I updated the modmod just now, so it should now be compatible with the latest SVN rev.
 
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