Single Player bugs and crashes v38 plus (SVN) - After the 20th of February 2018

But it would be more elegant code vise to never show the month nor the day.
I've always appreciated that during the WWII era you could get to a high enough turn resolution that you can see the month. Just a quirk I suppose.
 
The 'before 1800 AD would probably be appropriate. I like it. That way Raxo gets to have his cake and eat it on this method. The only downside is that some turns might end up displaying the same year if we end up going into shorter increments in turn times before 1800 but I don't THINK we do that and I think if there's 2 lesser evils here, considering all factors, that's the one to allow. The turn COUNT is still different. Main thing would be how the save name may format over the top of the last on autosaves.
I used day increments in Ancient era on slowest speed.

In fact most of times I used day increment - this is direct result of unround amount of techs in eras and eras having different amount of techs, and that you can skip some techs - this is fully justified with punks and religions.

Only on Ultrafast I used multiples of 12 months and only in first three eras.

That is day increments are direct result of bending calendar to game
Game engine is fine with this abuse.

I'm fine with not showing months and days.

Calendar with multiple steps per era would be much harder to remake if new techs get added a lot.
 

Attachments

Last edited:
@Yudishtira: Could you check if the attached file works correctly in removing months before 1800 AD without python errors, I don't feel like uninstalling PPIO at the moment as I'm in the middle of modding that modmod atm.

Overwrite the file in Assets\Python\Screens
The entire top line of screen is blank, apart from the two buttons. 20181203044244_1.jpg
 
Hello,

playing on SVN (10274), on a custom map with Moon, Mars, Venus, etc...

On Mars, even though I developped buildings that produce, for example, Martian Electronics, it shows 'Martian Electronics' in the Resources but with the value 0. Therefore, I can't build 'Martian City'.


Picture here : https://imgur.com/FYBIKea

Thx ;)
 
But it would be more elegant code vise to never show the month nor the day.
Dude, isn't code that does what you want way higher priority than code that's elegant? :confused:
 
Dude, isn't code that does what you want way higher priority than code that's elegant? :confused:
Inelegant means In this case 60 lines of code while elegant means 6. This is also code that is processed 4 times a second.
If If we go for code that does exactly what we want in all cases without making a single compromise we will end up with bad performance.
The entire top line of screen is blank, apart from the two buttons.View attachment 510898
Ok, thanks for checking. I might ask you to check another later when I've had time to look at why it isn't working.
 
Last edited:
Hello,

playing on SVN (10274), on a custom map with Moon, Mars, Venus, etc...

On Mars, even though I developped buildings that produce, for example, Martian Electronics, it shows 'Martian Electronics' in the Resources but with the value 0. Therefore, I can't build 'Martian City'.


Picture here : https://imgur.com/FYBIKea

Thx ;)
Can you upload save?
 
Resource list display is buggy in cities, that aren't connected to earth - it shows resources produced in this city only.
Space cities are meant to have no direct resource trade with Earth.

You didn't research tech (Dystopian Pathogens), that unlocks building, that makes Martian Algae.
It is in same column as Supercharged crystallography, where you unlocked Martian City - it needs Martian Electronics and Martian Algae.

Spoiler :

Civ4BeyondSword 2018-12-02 21-17-34-61.jpg

 
@raxo2222 do you think your recent commit will finally solve the crime problems in late game? @Zengdar's graph show that AI were keeping up with him but got curb-stomped once crime became an issue, depopulating all his cities. Actually if you visit any in north or south america you will find them riddled with crime.
 
@raxo2222 do you think your recent commit will finally solve the crime problems in late game? @Zengdar's graph show that AI were keeping up with him but got curb-stomped once crime became an issue, depopulating all his cities. Actually if you visit any in north or south america you will find them riddled with crime.
It certainly could help a lot if buildings required for the crime control units aren't being found to have enough value to bother with otherwise and he added a little AI weight to those.

Next step Raxo would be to make a list of those buildings you needed to add an AI weight to and why. Then I can go through and really look for why the AI was failing to appropriately construct them.
 
So, a little hands up session regarding the date shown in the upper right corner of the main screen.

What would you prefer?
  1. Month and day are displayed after the year 1800 AD.
  2. Month and day will never be displayed.
    • Less code, and one less "forth and back" switch between python code and dll code.
      • Processed 4 times every second.
Edit: Ok, I went for number 1 and put it on the SVN for now, but please post your opinions on it regardless.
 
Last edited:
Would it be that bad if the same year lasts for more than one turn?
If it did I'd prefer to get a concept of what portion of the year I was in.
 
So, a little hands up session regarding the date shown in the upper right corner of the main screen.

What would you prefer?
  1. Month and day are displayed after the year 1800 AD.
  2. Month and day will never be displayed.
    • Less code, and one less "forth and back" switch between python code and dll code.
      • Processed 4 times every second.
Edit: Ok, I went for number 1 and put it on the SVN for now, but please post your opinions on it regardless.


What about Galactic and later era? In this and later eras increment gets bigger again.
That is month and day should be stopped displaying after 2200 year too.

It certainly could help a lot if buildings required for the crime control units aren't being found to have enough value to bother with otherwise and he added a little AI weight to those.

Next step Raxo would be to make a list of those buildings you needed to add an AI weight to and why. Then I can go through and really look for why the AI was failing to appropriately construct them.
Well it was blanket, that covers almost 900 buildings, covering all eras.
Most likely there were buildings, that didn't need AI weight but they met criteria for blanket.

They are building most if not all buildings with AIweight of 1.
That is buildings, that are required for other buildings, Industrial+ era Manufactured resource producers and National Wonders that give free building and or are needed for something or give bonus.

Problem is that air pollution went to +2000 in all cities but AI seems to be unphased by that.
I'm testing on Ultrafast/Tiny/Nightmare - very lopsided test but AI is strong despite that.
I increased pollution entries by 50% as temporary measure.
Other than that pollution doesn't hurt cities much.

Should I have introduce pollution reducing entries for Modern - Information factories?
That is like -1 air pollution with tech X.

NASA should be built anytime soon (apparently tiny generated map had no oil), Hunting Instructions always got built, and there is Community Discussion, that had AIweight since always.
I think I can set them to 1 anyway.

@Dancing Hoskuld I fixed Hunting Instructions with AI weight.

AI weight of 1 means that building, that always had value of 0 now has value of 1 - it will be built after some time.
891 buildings have it now.
There is no harm if building already has some value.

Buildings, that don't have it are either:
Aren't required for buildings.
If they produce resource, they are unlocked before Industrial era.
They are off earth buildings.
They don't have cost (autobuilt or effect building or property pseudobuilding or animal building)
They are World/Group wonders.
National wonders, that doesn't give free buildings or aren't needed for pother buildings or producing bonus.

You can find all buildings with <iAIWeight>1</iAIWeight> with notepad++
That is all buildings that got blanketed with this tag:
Were Earth buildings - only Earth based buildings are affected by this.
Were building requirement for some building.
If building is solely OR requirement for other buildings, then it wasn't displayed in pedia, but buildings, that had OR requirements displayed such building.

Were Industrial or later manufactured resource producer.
While this means resource security and economic prosperity it means pollution too.
Had to raise pollution entries by 50%

Were National Wonder, that either gave free building (sometimes with -1 cost) like NASA, or gave resource, or were building requirement for other building.

Other than that Community Discussions and Hunting Instructions have this tag.
 
Last edited:
@Toffer90 I noticed different generated maps have different size - Standard size of Pangea map script is smaller than Tiny size of World map script.
 
What about Galactic and later era? In this and later eras increment gets bigger again.
That is month and day should be stopped displaying after 2200 year too.
.... ok.
@Toffer90 I noticed different generated maps have different size - Standard size of Pangea map script is smaller than Tiny size of World map script.
Yes, most mapscripts define the map sizes differently. Pangea privedes perhaps the smallest maps, I seem to remember that.
 
Back
Top Bottom