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

I think that overpowered trade missions (from traders or criminals) are a serious game breaker.

Money acts as a limiter on expansion. If you effectively get unlimited money, you can just spam cities everywhere, build as many armies as you like, let cities grown as fast as possible without bothering about civic upkeep or (with revolutions off) without bothering about crime.

As larger empires cost disproportionately more money, lack of money is a solution to the snowballing effect that ruins many strategy games past the early stages. It is one of the core features of vanilla Beyond the Sword. If you overexpand, it forces you to set cities to "build wealth" instead of "build science" which accelerates your science progress even more.

The game was already fine without these trade missions. Adding them disturbs the financial challenge of the game, and making these missions so strong that you can basically choose your income destroys the challenge. It's like playing chess with your 6 year old nephew. Sure you hold back for a while to give him the illusion that he is also playing but once you are done with that you wipe him off the board without a sweat. Choosing your income allows you to skip building financial buildings, and go all out war instead, while the AI wastes his hammers on buildings that just provide money.

I used to play MMORPGs but don't anymore as they all tend to devolve from a challenging adventure to a "click for reward" children's theme park ride where winning is simply the result of being in the game for a set amount of time and clicking on stuff. If one simple strategy (spam trade missions) gives you more money than you'll ever need, then doing that simple strategy is the default, every other strategy is pointless, and C2C is back to "caveman2castles". Especially since taking a city and selling off all buildings has become another source of too much cash recently (but at least taking cities requires some actual playing).
 
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Currently (early classical era), my total expenditure is 2391/turn. From the caravan run, I get 539/round. As the road improved and the caravan gained a level, I can do about 1.5 runs/turn, which will increase in the future.
This means that about a single unit, alone, covers about a third of my expenditure, with close to 0 danger. If I had 5, no need to worry about gold, as Noriad said. This is the reason I think this should be taken care of.
Another facet of this is that a great merchant's trade mission grants 100K (or some other astronomical amount). Turned into techs, that's at least 5 times more than the other great people.
 
I have it fixed on my end now.
What did you do to fix it? I just programmed a global modifier into the final result calculation for trade mission gold last night and gave it a 40% reduction across the board. This will be committed later today. We can adjust it further if we wish as well.

And perhaps we should just eliminate the capital multiplier entirely on all units. Seems that's where things are really going out of whack.

However, up until lately, it hasn't even been worthwhile to use any merchant units so I don't want to see the pendulum swing too far.

IMO, btw, using a great merchant for this kind of mission is like using gold to plug a sink. They are FAR more valuable to be held and hoarded for golden ages and most importantly to start corporations. If they don't give a LOT of gold, they aren't worth using for that. But then, I suppose this is one reason I do NOT play with tech trading.
 
However, up until lately, it hasn't even been worthwhile to use any merchant units so I don't want to see the pendulum swing too far.

After the recosting project, most buildings now give a return-on-investment in order-of-magnitude of 1 percent per turn. Often less. And many buildings go obsolete in an era or two. Missions give so much more profit that it is not even the same order of magnitude. This is unbalancing.

In my opinion, it is best to err in the direction of missions giving too little money rather than too much. Make them barely worth it in most cases and moderately worth it in some rare cases.

Regarding the capital bonus, things really go out of whack if an enemy city is very close to your own capital so you can repeat a trade mission over and over again in a very short span of time. Enemy capital bonus is harder to get, as in most cases the enemy capital is not the closest enemy city. Which means more travel time and thus less completed missions per turn.

But perhaps lowering the capital bonus to perhaps 50% instead of 100% would be good. Right now you can take or settle a city very close to an enemy capital, build a new palace there and have the money come in in such high amounts that the distance-to-capital penalty in city upkeep is dwarfed.
 
But perhaps lowering the capital bonus to perhaps 50% instead of 100% would be good. Right now you can take or settle a city very close to an enemy capital, build a new palace there and have the money come in in such high amounts that the distance-to-capital penalty in city upkeep is dwarfed.
It's a multplier right now that cannot go under x2 unless it's to be eliminated. I'm not looking to reprogram it so I'm thinking of just using it as a special ability on some rare special merchant types.
 
I changed -
Spoiler this :
Code:
    <TEXT>
        <Tag>TXT_KEY_UNIT_PATROLS_STRATEGY</Tag>
        <English>
            <Text>Use Patrols to get a better handle on crime, local criminals, and to help defend the city.</Text>
        </English>
    </TEXT>
...
    <TEXT>
        <Tag>TXT_KEY_UNIT_PATROLS_STRATEGY</Tag>
        <English>
            <Text>Use Police Helicopters to help control crime and to assist in obtaining and keeping visibility on wanted criminals.</Text>
        </English>
    </TEXT>
Spoiler to this :
Code:
    <TEXT>
        <Tag>TXT_KEY_UNIT_PATROLS_STRATEGY</Tag>
        <English>
            <Text>Use Patrols to get a better handle on crime, local criminals, and to help defend the city.</Text>
        </English>
    </TEXT>
...
    <TEXT>
        <Tag>TXT_KEY_UNIT_POLICE_HELICOPTER_STRATEGY</Tag>
        <English>
            <Text>Use Police Helicopters to help control crime and to assist in obtaining and keeping visibility on wanted criminals.</Text>
        </English>
    </TEXT>
TXT_KEY_UNIT_POLICE_HELICOPTER_STRATEGY didn't exist.
TXT_KEY_UNIT_PATROLS_STRATEGY was defined twice.
Good debug but wasn't what I thought you said you had addressed.
 
@alberts2
Any idea what this is all about? ValidationissuewithGameInfoSchema.GIF
 
Some textures failed to load according to resmgr log:
RESMGR: Texture Wheat_farm_base.dds failed to load
RESMGR: Texture shrine_Water_GLOSS.dds failed to load
RESMGR: Texture shrine_Water_GLOSS.dds failed to load
RESMGR: Texture Art/Interface/MainScreen/CityScreen/slave_sanitation.dds failed to load
RESMGR: Texture Art/Interface/MainScreen/CityScreen/slave_crime_prevention.dds failed to load
RESMGR: ---- Unloading ----

That bug is here for long time though.

Edit: Might promotion doesn't have ingame text.
There is placeholder txt_key_....
Spoiler :

qiH0uWW.jpg


Edit:
Building costs are changed much harder than iConstruct in Handicaps would imply.
On Settler difficulty both on Normal/Eternity speeds all buildings cost 1 hammer even at end of tech tree (1 hammer/beaker is minimum cost, that you can't go below).
Map size was standard, but it doesn't change building costs anyway.
I picked Saddler for my tests - late prehistoric normal building.
Normal/Settler - 1. 0%
Normal/Noble - 49. 100%
Normal/Deity - 147. 300%
Eternity/Settler - 1. 0%
Eternity/Noble - 404. 825%
Eternity/Deity - 1212. 2475%

Spoiler :

E9P9LAM.jpg

0qJUS6j.jpg

DnmENU2.jpg

7BfxJHQ.jpg

6JesqsI.jpg

JbnpPzQ.jpg


IConstruct for:
Settler - 60
Chieftain - 75
Warlord - 95
Noble - 100
Prince - 105
Monarch - 110
Emperor - 115
Immortal 120
Deity - 150

Excepted values for saddler were:
Percentages are: Handicap iconstruct*(speed iconstruct/100)
Normal/Settler - 29. 60%
Normal/Noble - 49. 100%
Normal/Deity - 74. 150%
Eternity/Settler - 243. 495%
Eternity/Noble - 404. 825%
Eternity/Deity - 606. 1237.5%
 
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@Thunderbrd there is "minor" bug in building cost calculation ^
Effectively below Noble buildings are much cheaper (and practically free on settler) and on Deity building cost seems to be doubled over what should cost.
 
@Thunderbrd there is "minor" bug in building cost calculation ^
Effectively below Noble buildings are much cheaper (and practically free on settler) and on Deity building cost seems to be doubled over what should cost.
Should be the same rates of adjustment as the techs are getting now. I don't think it's inaccurate actually.
 
Well on Settler buildings even on Transcendent era cost one hammer too.
Yep... I had a mistake and was doubling up on the modifiers. There is still an issue with the possibility of the most extreme settings going into a negative total of modifiers though. I'll have to go find what toffer had me do in another case with that.
 
Hmm looks like it reduces disease by 1*population.
Correct.

Thanks so much for pointing out my mathematical flaw Rax. Try again soon once our next commits are in. Let me know if there's still a problem.
 
Correct.

Thanks so much for pointing out my mathematical flaw Rax. Try again soon once our next commits are in. Let me know if there's still a problem.

I reported two other (minor) bugs too, when I reported bug in calculations.
Spoiler :

Some textures failed to load according to resmgr log:
RESMGR: Texture Wheat_farm_base.dds failed to load
RESMGR: Texture shrine_Water_GLOSS.dds failed to load
RESMGR: Texture shrine_Water_GLOSS.dds failed to load
RESMGR: Texture Art/Interface/MainScreen/CityScreen/slave_sanitation.dds failed to load
RESMGR: Texture Art/Interface/MainScreen/CityScreen/slave_crime_prevention.dds failed to load
RESMGR: ---- Unloading ----

That bug is here for long time though.

Might promotion doesn't have ingame text.
There is placeholder txt_key_....
Spoiler :

qiH0uWW.jpg

 
Rax reminds me of a bug I encountered.
I didn't test it properly, as I thought that it's likely due to the dll update. It might be an actual bug, though, and not simply on my end.
After the change to might promotions, the units who had it lost the promotion (kept the strength, though). On upgrade, they lost the additional strength the might used to give them.
In addition, I couldn't pick it anymore.
 
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