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

It also gives you bridges! A trail both sides of a river means you can cross the river without loosing movement. Something that is not supposed to happen until Construction. Not sure if it removes the attack reduction for attacking across the river but it looks like it may.
 
So it's supposed to be that if you go from a trail to a road, you move that plot as if it's on a trail. If you go from an unrouted plot to a road, it goes as if you are moving onto the plot as if it is raw and unrouted, and if you go from trail to trail, it of course is as if you are on a trail.

I'm not sure if this is in the routing structure that Koshling built or not. If it is, the rule is officially changed to "whatever the game does is what it's supposed to do". Lol... aka, that stuff is NOT territory where I mess with things and won't be for a long time if ever.
 
It also gives you bridges! A trail both sides of a river means you can cross the river without loosing movement. Something that is not supposed to happen until Construction. Not sure if it removes the attack reduction for attacking across the river but it looks like it may.
I have to admit to some growing suspicion that something may be 'off' with this modifier. Haven't proven it. Haven't wanted to try tbh. But the display includes it and usually that's very hard to differ from the actual because of the way the value for the display is drawn from reporting taking place in the actual calculation process function.
 
@Thunderbrd : I found another odd movement rule bug.

I have a unit on a plot with no route on it, next to the unit is a hill/jungle plot with a route going through it. My unit can enter that adjacent plot as if there was a route between those two plots, he gets the advantage of the route as if he walked along the route when he in reality found the route after he had already climbed through dense jungle uphill.

It also gives you bridges! A trail both sides of a river means you can cross the river without loosing movement. Something that is not supposed to happen until Construction. Not sure if it removes the attack reduction for attacking across the river but it looks like it may.

So it's supposed to be that if you go from a trail to a road, you move that plot as if it's on a trail. If you go from an unrouted plot to a road, it goes as if you are moving onto the plot as if it is raw and unrouted, and if you go from trail to trail, it of course is as if you are on a trail.

I'm not sure if this is in the routing structure that Koshling built or not. If it is, the rule is officially changed to "whatever the game does is what it's supposed to do". Lol... aka, that stuff is NOT territory where I mess with things and won't be for a long time if ever.

The Code in CvPlot::movementCost is correct i can't see how that should happen.
Code:
        if (pFromPlot->isValidRoute(pUnit) && isValidRoute(pUnit) && (GET_TEAM(pUnit->getTeam()).isBridgeBuilding() || !pFromPlot->isRiverCrossing(directionXY(pFromPlot, this))))
        {
            RouteTypes fromRouteType = pFromPlot->getRouteType();
            CvRouteInfo& fromRoute = GC.getRouteInfo(fromRouteType);
            RouteTypes toRouteType = getRouteType();
            CvRouteInfo& toRoute = GC.getRouteInfo(toRouteType);

            iRouteCost = fromRoute.getMovementCost() + GET_TEAM(pUnit->getTeam()).getRouteChange(fromRouteType);
            if ( toRouteType != fromRouteType )
            {
                int iToRouteCost = toRoute.getMovementCost() + GET_TEAM(pUnit->getTeam()).getRouteChange(toRouteType);

                if ( iToRouteCost > iRouteCost )
                {
                    iRouteCost = iToRouteCost;
                }
            }

            iRouteFlatCost = std::max(GC.getRouteInfo(pFromPlot->getRouteType()).getFlatMovementCost(),
                                      GC.getRouteInfo(getRouteType()).getFlatMovementCost()) * pUnit->baseMoves();

            if ( iRouteFlatCost < iRouteCost )
            {
                iRouteCost = iRouteFlatCost;
            }
        }
        else
        {
            iRouteCost = MAX_INT;
        }

Both plots must have a route and either you have a BridgeBuilding tech or you don't have to cross a river.
Only if that is true routes are incuded in the calculation.
 
It is showing the correct move when I click and hold where I want the unit to go to but it is not moving it correctly. I have just gotten Sedentary Lifestyle, I am crossing a river but my units are moving as if the river has a bridge.
 
In CivIV there's no movement cost penalty for crossing a river. Rivers only break routes until you reach the bridge enabling tech.

That was changed in CivV and CivIV where crossing a river without a bridge costs 3 movement points and if a unit has less then 3 movement points crossing a river consumes all the movement points that unit has.
 
SVN9977 attacking with a stack is bugged. Whenever I attack with a group of units, one unit attacks, the rest puts itself on do nothing the rest of the turn (similar to pressing the space bar) and gets deselected. This means I have to reselect the group after each attack. The unit that attacked is still part of the group so I have to wake the group, deselect the unit that does have no movement points left (otherwise the stack waits until next turn for the next attack), before I can attack again. Tedious.

Known. I've been hoping for a response from alberts2 on this.

All the new combat features in C2C make this very complex. It is necessary to collect saves with instructions how to replicate those issues. It is also necessary to include the BUG user settings as well because they could some influence as well and it is necessary if the Stack Attack option is used.
 
All the new combat features in C2C make this very complex. It is necessary to collect saves with instructions how to replicate those issues. It is also necessary to include the BUG user settings as well because they could some influence as well and it is necessary if the Stack Attack option is used.

I do not have the option "stack attack" enabled. I select a stack and right-click again and again for single attacks.

If my attacking unit dies there is no problem; I can attack with the rest of my stack just fine. If my unit survives however it does not seem to get de-selected. So if that unit has no more movement points, the total group has no more movement points, and the group is put to sleep until next turn. By the way, this putting to sleep happens without another right-click order to attack.
 
So it's supposed to be that if you go from a trail to a road, you move that plot as if it's on a trail. If you go from an unrouted plot to a road, it goes as if you are moving onto the plot as if it is raw and unrouted, and if you go from trail to trail, it of course is as if you are on a trail.

I'm not sure if this is in the routing structure that Koshling built or not. If it is, the rule is officially changed to "whatever the game does is what it's supposed to do". Lol... aka, that stuff is NOT territory where I mess with things and won't be for a long time if ever.
That's how it's supposed to be, in addition: if you move from a road to a trail, you move to that plot as if it's on a trail, the weakest route between two plot always trumps the stronger one.
This is how it was in vanilla BtS, and this is how it has always been in C2C too until some change in the latest month.

Spoiler Could it be this change? :
Untitled-1.jpg
 
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Also, when I attack a worker with my Rogue, the Rogue gets deselected afterwards, even though I still have movement points left.
 
That's how it's supposed to be, in addition: if you move from a road to a trail, you move to that plot as if it's on a trail, the weakest route between two plot always trumps the stronger one.
This is how it was in vanilla BtS, and this is how it has always been in C2C too until some change in the latest month.

Spoiler Could it be this change? :

That change could explain some odd behavior @Thunderbrd why did you make this change?
 
That change could explain some odd behavior @Thunderbrd why did you make this change?
I made joke about misplaced character ruining code rec.ently
I guess he accidentally misplaced line of code :p
 
Also, when I attack a worker with my Rogue, the Rogue gets deselected afterwards, even though I still have movement points left.
I think this one is actually WAI, as it was like that for a while.
If I'm not mistaken, the idea is that you stop the unit to defend the workers. I might be wrong, though, but this is not an issue caused by the new set of changes.
 
I think this one is actually WAI, as it was like that for a while.
If I'm not mistaken, the idea is that you stop the unit to defend the workers. I might be wrong, though, but this is not an issue caused by the new set of changes.
Agreed.

New problem with Education in Preh Era. Building every building that gives +Education, having 4 and soon 6 Story tellers all on Teaching can not keep Education from continuing to have a neg value per turn. New game started last night with 9979 SVN. Recent changes to Education in Preh era seem to be too much. Screenshot below was before adding 2 more Story tellers to build list.

Once you get below -100 education penalties start to rack up fast. I keep a strict watch on Education levels at all times. More so than I do for Crime or Disease.

Civ4ScreenShot0051.JPG
 
Agreed.

New problem with Education in Preh Era. Building every building that gives +Education, having 4 and soon 6 Story tellers all on Teaching can not keep Education from continuing to have a neg value per turn. New game started last night with 9979 SVN. Recent changes to Education in Preh era seem to be too much. Screenshot below was before adding 2 more Story tellers to build list.

Once you get below -100 education penalties start to rack up fast. I keep a strict watch on Education levels at all times. More so than I do for Crime or Disease.

View attachment 491068
For Prehistoric you have only one negative or positive level of education.
Only blissful ignorance isn't restricted to eras.

Every positive and negative level of education gets unlocked when you reach new era (x lifestyle tech)
You got this Unaware penalty when you slipped below -10.

If you are close to researching sedentary lifestyle, then you should stall it.
Maybe @Toffer90 adjusted education needs too much on handicaps?

Are you playing on Immortal?
It seems he meant to multiply current per pop education and crime by 4.5
Originally crime/education per pop for Immortal was 3/-3.

That is for education it used to be -3*population now its -4.5*population

Crime/Education change per pop:
Settler: 0 (or default value, as wasn't defined)/-1
Chieftain: 1.5/-1.5
Warlord: 2/-2
Noble: 2.5/-2.5
Prince: 3/-3
Monarch: 3.5/-3.5
Emperor: 4/-4
Immortal: 4.5/-4.5
Deity: 5/-5
Nightmare: 6/-6
 
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Raxo please stop. I know how Education works and the changes made. Just reporting as a possible problem how the changes have affected game play with latest svn. If it is Toffer's and T-brd' consensus that the player should sink in Education during Preh Era then this a report of the result. It will then be up to them to do anything or nothing.
 
Raxo please stop. I know how Education works and the changes made. Just reporting as a possible problem how the changes have affected game play with latest svn. If it is Toffer's and T-brd' consensus that the player should sink in Education during Preh Era then this a report of the result. It will then be up to them to do anything or nothing.
You wrote, that penalties start to stack up at -100 (in hover you can see penalty unlocked at -10).
I guess it was typo.
By the way I just made list on how these properties scale with population depending on handicap.
 
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I think this one is actually WAI, as it was like that for a while.
If I'm not mistaken, the idea is that you stop the unit to defend the workers. I might be wrong, though, but this is not an issue caused by the new set of changes.

Very bad design intent. If my Rogue automatically pauses the rest of the turn after attacking a worker, deselects and my focus moves to another unit, it gives the impression that the unit is out of movement points even though it isn't.
It wouldn't surprise me if the bug that deselects a stack of units after an attack is somehow related.
 
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