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

The Actions on the Captive unit(s) are not being merged. They are being replaced. The question now is why is this happening for captives but not the other units like the Great Prophet.
If I'm following you here, you're saying that a multi-entry tag is not accepting additional information but is replacing the information it is given when it loads a new modular entry, right? I've always wondered how it wouldn't work that way and am not finding it surprising that it does. That said, I can see why it's problematic. If you do find an alternative example where it doesn't behave that way, maybe we can figure out how it should look in the replacement code vs how it looks on those tags now.

For me to start looking at in in the loading section, specifically what tag is incorrectly fully replacing the tag definition rather than adding more entries to it?
 
If I'm following you here, you're saying that a multi-entry tag is not accepting additional information but is replacing the information it is given when it loads a new modular entry, right? I've always wondered how it wouldn't work that way and am not finding it surprising that it does. That said, I can see why it's problematic. If you do find an alternative example where it doesn't behave that way, maybe we can figure out how it should look in the replacement code vs how it looks on those tags now.

For me to start looking at in in the loading section, specifically what tag is incorrectly fully replacing the tag definition rather than adding more entries to it?
Yes and no.

It is only happening in the case of the Captives. It may be possible that there is just a limit to the number of Action/Outcomes somewhere.

The XML file contains both the Captives and the Great People Action/Outcomes for each of the World Views. It is working for all of the GP but not for the Captives. (BTW on the SVN they, Captives and GP, are in separate files for Cannibalism and Human Sacrifice but not for Slavery. I have merged them into one file while testing.)
 
Yes and no.

It is only happening in the case of the Captives. It may be possible that there is just a limit to the number of Action/Outcomes somewhere.

The XML file contains both the Captives and the Great People Action/Outcomes for each of the World Views. It is working for all of the GP but not for the Captives. (BTW on the SVN they, Captives and GP, are in separate files for Cannibalism and Human Sacrifice but not for Slavery. I have merged them into one file while testing.)
Do the GPs have other action/outcomes that might be replaced by those in a module? Is it possible that it's simply the way that Action/Outcomes tags are simply not made to be able to 'addendum add' to previous definitions? AIAndy's tags usually operate a bit differently than one might assume.
 
Added missing water terrain and a couple other tweaks
+2 partisans with nationhood civic instead of +3
also added medieval militia for medieval era and renaissance militia for renaissance
but those 2 are probly no good for balance idk
 

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Added missing water terrain and a couple other tweaks
+2 partisans with nationhood civic instead of +3
also added medieval militia for medieval era and renaissance militia for renaissance
but those 2 are probly no good for balance idk
There is already Medieval (doubles as Classical)/Renaissance militia.
 
Do the GPs have other action/outcomes that might be replaced by those in a module? Is it possible that it's simply the way that Action/Outcomes tags are simply not made to be able to 'addendum add' to previous definitions? AIAndy's tags usually operate a bit differently than one might assume.
I test it this afternoon, or maybe not it is Australia Day so there are many other things to do today.;)
 
There is already Medieval (doubles as Classical)/Renaissance militia.

I shoulda been more clear. that's the python file in Dancing Hoskuld folder. I made those militia spawn the same way the partizans do. but that's not important. u probly just want the terrain fix for the spawning. want a new copy with just that?
 
Right click the file you want to know the history of and select SVN->show log.
Attached is what you will get right away without doing anything else.
Thank you.

I did eventually get the Whole Revision list up from the SVN. Took awhile to get it to load. Got tired and needed a nap after looking from Revision 1 thru revision 3289. Mostly koshlings commits, some AIAndy and ThunderBrd's original commits up thru that revision. Do you all ever look into the PDB Folder koshling set up for past Dlls? I thought I read that he said he had put some kind of tools in there too.
 
Added missing water terrain and a couple other tweaks
+2 partisans with nationhood civic instead of +3
also added medieval militia for medieval era and renaissance militia for renaissance
but those 2 are probly no good for balance idk
Looking at it is on my list (now).
 
ha that's what I did in that file. its somethin u can cross off ur list.
if u want a version that only has the missing water terrain requirements for partisan spawning and not the other stuff
I can make a new copy in 10 sec
 
I get infinite loading time when hitting end turn.

This issue is somehow related to the Celtic Empire, as destroying their civ in the world editor is enough to solve the issue.

Also I was using "PPIO v0.5.9.10 in a" at the time I was playing.
 

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Guys,

You can load savegames from a different folder name by hex-editing the *.CivBeyondSwordSavefile. See this tutorial https://github.com/We-the-People-ci...o-load-a-savegame-saved-with-another-mod-name.
The team members of WTP (see my sig) do this all the time when debugging user submitted savegames.
I tried doing that once, but got a completely corrupted save that the game could not read at all...
I probably did something wrong and gave up to quickly though.
 
Well changing values in the BBAI_AI_Variables GD file had absolutely No affect upon that Barb stack. Is that Global Define now worthless?
 
Well changing values in the BBAI_AI_Variables GD file had absolutely No affect upon that Barb stack. Is that Global Define now worthless?
Just following BBAI_SKIP_BOMBARD_BASE_STACK_RATIO in the code shows that it has been repurposed a little and does have an effect in the processing but it's all based on the stuff Koshling changed dramatically a very long time ago. This is a huge labyrinth of decision making taking place here and simple answers are not going to be found quickly on this matter.
 
Just following BBAI_SKIP_BOMBARD_BASE_STACK_RATIO in the code shows that it has been repurposed a little and does have an effect in the processing but it's all based on the stuff Koshling changed dramatically a very long time ago. This is a huge labyrinth of decision making taking place here and simple answers are not going to be found quickly on this matter.
So should the values be reset to koshling's values he put in them way back in SVN 852?
 
So should the values be reset to koshling's values he put in them way back in SVN 852?
They aren't easy enough to read the end result of how they play out to say without taking hours to break down what the whole of the code they are included in is achieving. The role they play is NOT in a straightforward and simple equation.
 
They aren't easy enough to read the end result of how they play out to say without taking hours to break down what the whole of the code they are included in is achieving. The role they play is NOT in a straightforward and simple equation.
What a pickle! :P
 
What a pickle! :p
Classic AI stuff - so complex that even what seems small is not. I'm just not working on that right now. This is one of a lot of issues just as complex and not nearly as pressing as some others in the AI that are causing much larger problems than this. With this kind of complexity, I have to just let the tasks to address build up and deal with it all when I go to overhaul a lot of things. I won't overhaul EVERYTHING, but I'll be looking at most angles, particularly with stack strategies. I'm not as concerned about that as many other factors at the moment.
 
Another bug in SVN 10389: I happen to have completed National Science Foundation wonder (gives 1 free tech) and researched Liberalism tech (gives 1 free tech), so I should have received 2 free technologies at the end of the turn. The pop up did appear twice and let me choose a free tech. However, only the first choice remained. The second choice (which I selected in the pop up in conjunction with completing National Science Foundation) did not stick. So, apparently there cannot be 2 free technologies chosen (due to different triggers) at the end of the same turn.
 
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