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

Actually, it does have a different meaning. If you aren't where the farming is taking place, you shouldn't need the scarecrows, right?


I suppose I was assuming it would be understood that manufactured then also means 'in City Vicinity' but if we want to say:

Requires on a Plot (No Requirement to Improve or Route), or Manufactured, in City Vicinity:

and

Requires %s1_Text in City Vicinity, either Manufactured or on a Plot (No need for Improving or Connecting)

We could.
This is how it looks in game with those changes.
Spoiler :

Civ4BeyondSword 2019-01-15 18-26-36-56.jpg
Civ4BeyondSword 2019-01-15 18-27-38-42.jpg



I like how it makes vicinity requirement bit more generic:
For example we have Pig resource, normally its on map.
But you can build pig herd in city, so Pig can be effectively manufactured resource, just like Grain.
I think I can give back those vicinity tags used to few buildings, that were using this tag on manufactured resource, and I could add it to pests.
 
Well that's how it's been in the code all along but I guess nobody realized that because of the wording. Which looks good by the way.
 
So Pests are no long Pests? Locusts don't eat just grains either. They eat Every thing Green. Hydro used grains as a reference point. I think we have some anal retention going on. :crazyeye::p:mischief::cringe:
 
So Pests are no long Pests? Locusts don't eat just grains either. They eat Every thing Green. Hydro used grains as a reference point. I think we have some anal retention going on. :crazyeye::p:mischief::cringe:
They still are pests.

Now they exist where such resources are made locally, and now they stop being pain in middle of nanotech era.
I made them require locally manufactured resources to increase diversity, so they don't appear anywhere instantly.
They now are bit more annoying too.
 
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so they don't appear anywhere
They are supposed to appear Everywhere. That is why they were designed in the 1st place. Now you dilute them? Why not just remove them completely then?
 
They are supposed to appear Everywhere. That is why they were designed in the 1st place. Now you dilute them? Why not just remove them completely then?
Well they got stronger.
Also I'm pretty sure, that they all will be in most of cities, since those resources are easy to produce anywhere.
Its just that they would spread more slowly.

In real world not all cities have all kinds of pests.
 
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They are supposed to appear Everywhere. That is why they were designed in the 1st place. Now you dilute them? Why not just remove them completely then?
Not Everywhere everywhere. You don't have locusts even being a problem where you don't have fields. You definitely don't have problems with them on the moon.
 
This is how it looks in game with those changes.


I like how it makes vicinity requirement bit more generic:
For example we have Pig resource, normally its on map.
But you can build pig herd in city, so Pig can be effectively manufactured resource, just like Grain.
I think I can give back those vicinity tags used to few buildings, that were using this tag on manufactured resource, and I could add it to pests.
:nono: "either Manufactured or on a Plot"? I'm rather certain the "either" is wrong here. :shake:
 
:nono: "either Manufactured or on a Plot"? I'm rather certain the "either" is wrong here. :shake:
It looks fine to me. What do you think it should be instead?

While I'm here, I find that Galleons can load onto Cutthroats.

As for the previously reported Cutthroats killing ships, yes it definitely happens, but I've noticed it like 4 times in this entire game, and I haven't been needing to take many hard saves, so it's going to be a while before I have an illustrative save. Could you possibly WB it?
 
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While I'm here, I find that Galleons can load onto Cutthroats.
Yeah I know that there are problems with the loading stuff.
As for the previously reported Cutthroats killing ships, yes it definitely happens, but I've noticed it like 4 times in this entire game, and I haven't been needing to take many hard saves, so it's going to be a while before I have an illustrative save. Could you possibly WB it?
Like the above, remind me to address it when we are trying to get a release ready version together.
 
In my latest game my rafts are ignoring the coral reefs and reefs as well. They just sail past them rather than working their way carefully through the plot. Has the movement values for those features been adjusted? Or has the movement algorithm been changed or has the movement of rafts been changed? All boats should be stopping (ending their move) if they enter a reef of either type. The lighthouse improvement removes this affect.
 
I have a subdued Eagle in my city and it wont let me build the "Phoenix Myth" because I don't have a "Bird Myth" (0/1) but 'Bird Myth" is not even showing up as available to build (because I have it in the other city).
 

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I have a subdued Eagle in my city and it wont let me build the "Phoenix Myth" because I don't have a "Bird Myth" (0/1) but 'Bird Myth" is not even showing up as available to build (because I have it in the other city).
I noticed such bug too - upload save so @Thunderbrd can fix it.
 
I have nothing to do with that.
I guess something is bit complicated here.
By the way I meant that those building requirements are bit glitchy.
Code:
<PrereqBuildingClasses>
                <PrereqBuildingClass>
                    <BuildingClassType>BUILDINGCLASS_BIRD_MYTH</BuildingClassType>
                    <iNumBuildingNeeded>1</iNumBuildingNeeded>
                </PrereqBuildingClass>
            </PrereqBuildingClasses>
            <BuildingClassNeededs>
                <BuildingClassNeeded>
                    <BuildingClassType>BUILDINGCLASS_FIRE_MYTH_EFFECT</BuildingClassType>
                    <bNeededInCity>1</bNeededInCity>
                </BuildingClassNeeded>
                <BuildingClassNeeded>
                    <BuildingClassType>BUILDINGCLASS_SKY_MYTH_EFFECT</BuildingClassType>
                    <bNeededInCity>1</bNeededInCity>
                </BuildingClassNeeded>
            </BuildingClassNeededs>
@Dancing Hoskuld sometimes buildings require myth effect, and sometimes they require myth itself.
And you made it so myth/story/stories effect can't be in same city as myth/story/stories itself.
Phoenix myth requires one bird myth (not its effect building) anywhere, and fire/sky myth EFFECT in same city.

This means you strangled yourself somewhere, as now every "requires Myth/Story/Stories X" should be dual "requires Myth/Story/Stories X OR Myth/Story/Stories - Effect".
 
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In my latest game my rafts are ignoring the coral reefs and reefs as well. They just sail past them rather than working their way carefully through the plot. Has the movement values for those features been adjusted? Or has the movement algorithm been changed or has the movement of rafts been changed? All boats should be stopping (ending their move) if they enter a reef of either type. The lighthouse improvement removes this affect.
Some movement rules have been corrected. You can still adjust some values on reefs to get it back where you want. I am surprised rafts are moving more than one space but perhaps thats how they pan out with current settings. I really feel what you say should not stay true for kayaks and catamarans though.
 
It looks fine to me. What do you think it should be instead?
Either A or B is false if both are present - I think it should be A or B.
I have a subdued Eagle in my city and it wont let me build the "Phoenix Myth" because I don't have a "Bird Myth" (0/1) but 'Bird Myth" is not even showing up as available to build (because I have it in the other city).
Bird Myth requires Taxonomy (plus the specific myth of a bird). But the requirement for "Phoenix Myth" or similar things is new.
This means you strangled yourself somewhere, as now every "requires Myth/Story/Stories X" should be dual "requires Myth/Story/Stories X OR Myth/Story/Stories - Effect".
There is no "Story - Effect". The Story-"Building" is the only one of those three that's exclusively local.
 
Either A or B is false if both are present - I think it should be A or B.
For one thing, "manufactured" and "on a plot" are never both true. No map bonus can be manufactured.

I think 'either' in English includes both being true. But I'm not entirely sure.
 
There is no "Story - Effect". The Story-"Building" is the only one of those three that's exclusively local.
Ah, I wasn't sure about it.

For one thing, "manufactured" and "on a plot" are never both true. No map bonus can be manufactured.

I think 'either' in English includes both being true. But I'm not entirely sure.
Map resource can be manufactured, as Manufactured means produced by building in city.
For example animal herds are like this.
Much later there are two wonders, that provide plants and animals.
I'm not sure of other buildings providing map resource.
 
No map bonus can be manufactured.
Not true. Animal ones are like this all the time. Thus the herd buildings.

There's nothing in the statement of the term Either that says if both are true then the evaluation is false. It just means if one or the other is true.

'If Either A or B '

simply means if A is true or B is true, even if both A and B are true.
 
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