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

They have zero UCV (I presume) because they were never assigned one, and zero is the default. Where do units with non-zero UCVs get them? I thought for sure it must be unit xml, but I failed to find it there.
The UCV is an automatically calculated comparison of unit size and group volume. If it's been reduced to 0, it's a relic of when units couldn't transport units that can transport, thus any unit that can transport is given 0 UCV. I changed that later but didn't adjust the UCV calculation so I'll see if I can't at least fix that and bar units from transporting the same unit type since I can never see how that would ever be relevant.

Also, should there be a rule that no unit should be carryable if it's carrying anything? (Then again there's nothing wrong with an ambulance carrying wounded embarking on a transport for evacuation... if the code can handle it).
Well, there originally was such a rule but some nesting should be allowed. Particularly in the case of transporting through space. You'd have dropships carrying troops being carried by mother ships that can also carry missiles and fighter ships... the complexity of transportation is going to need to be enhanced.

You're right that a major overhaul is needed, and it is understandable that such things get put in the too-hard basket, especially if the rest of the team expect you to do it all. But perhaps some of these much smaller steps can address a substantial fraction of the issues.
I can probably resolve these few small things to help improve the situation before release is final. Should be able to get to it this weekend. Unless I end up working half the weekend like the last one.
 
I haven't read this thread for a year or so, but I often don't understand thief vs thief or rogue vs rogue combat calculations:

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My thief and his thief are both full strength (strength 3) he is on a forested hill. So I assumed he has the advantage except I have combat II vs his combat I, and I have poison . But the calculations say I have a 99.85% chance of winning. I do get +25% against melee, AND +25% against throwing while he gets neither. Perhaps the poison bonus gets applied twice? And the other also doesn't seem to get terrain defense bonus. Is this as designed?
 
My thief and his thief are both full strength (strength 3) he is on a forested hill. So I assumed he has the advantage except I have combat II vs his combat I, and I have poison . But the calculations say I have a 99.85% chance of winning. I do get +25% against melee, AND +25% against throwing while he gets neither. Perhaps the poison bonus gets applied twice? And the other also doesn't seem to get terrain defense bonus. Is this as designed?
I'm not sure what's negating the majority of the terrain defense modifier but I bet a look through the pedia might help to clarify a few things I don't have in mind on the top of my head about that. That part seems odd. It is possible that the attacker may have a bonus attacking that terrain that's counteracting and blending in with the defense calculation on that. It's possible criminals don't get defense bonuses but then it says they are getting some, so is the problem that there is some that's countered and thus not showing what you'd expect, or is it that there is some that is going around the norm of not getting any at all? Not sure without further research.

But it is true that with the poison bonus, both the melee and throwing are applying. A (complex) method to 'correct' that has been considered, if it's to be considered incorrect to start with. Currently, at least, it is as designed as far as that goes.
 
Hello again.

So am I basically right to assume that the Worldviews are still not functional? I got Worldview - Human Sacrifices, but there is no new button available on the captives. Probably might be activated some button similar to entertain city, or to "this tale is now part of our culture" +X culture, +Y hammers. As already mentioned, the Cannibalism Worldview lacks functionality. As well, are there any ways programmed to cancel these Worldviews? Great medic decision or something apart from some future tec canceling these.

Edit: By the way, I managed to amass too much gold for ancient times - more than 40 thousand gold... Sure, I was building and playing, got 10 cities some by conquest some by founding, but cashflow of about 300 per turn and 40k in the treasury feels too much
 
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Here is description of Scavenging Camp.
Correction needed: Megafauna -> Canine @ TXT_KEY_IMPROVEMENT_SCAVENGING_CAMP_PEDIA @raxo2222

Secondly, bison cannot use a nomadic herd (not bred like cattle or equine). It can only be upgraded to a hunting camp (at sedentary lifestyle).

The two different versions of seed camp exist, for the prehistoric-era one consumes the gatherer, and the ancient-era one does not.
 
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So am I basically right to assume that the Worldviews are still not functional? I got Worldview - Human Sacrifices, but there is no new button available on the captives. Probably might be activated some button similar to entertain city, or to "this tale is now part of our culture" +X culture, +Y hammers. As already mentioned, the Cannibalism Worldview lacks functionality. As well, are there any ways programmed to cancel these Worldviews? Great medic decision or something apart from some future tec canceling these.
Judges can remove them, as can any great person. There are still some conflicts in worldviews based on the way that modularism currently functions.
 
Correction needed: Megafauna -> Canine @ TXT_KEY_IMPROVEMENT_SCAVENGING_CAMP_PEDIA @raxo2222
I removed text about upgrades since pedia text referring to improvement upgrades was only in two improvements.
 
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AFAIK it's not broken. But I will let the Others chime in.
 
ammy55Today at 1:33 PM


Still no luck on the great farmer. Has him on a farm and nothing.

ThunderbrdToday at 2:22 PM



Great Farmers can only place improvements where there aren't any - though they MAY still be completely bugged. Check worldbuilder to see if there's already a bonus there, even if you can't see it.


ammy55Today at 2:39 PM


Checked in worldbuilder and there's nothing else on that plot.. I think farmers might be broken.


JukoToday at 2:39 PM


confirmed great farmers seem to be broken, at least on the space maps



If someone could push Great Farmers into the next SVN or v39, that's more than enough reason to update for me(edited)


ThunderbrdToday at 3:14 PM


About the Farmer, is that only on PPIO or are we talking core mod without PPIO?



About game speed, keeping to smaller maps helps since most of the delay is unit AI decisionmaking


JukoToday at 3:19 PM


This is with PPIO installed...shall I load the game without it and see if the Great Farmer works then?(edited)


ammy55Today at 3:44 PM


Does the SVN come with ppio installed? Because if not then this is without ppio


JukoToday at 3:47 PM


Well there you go @Thunderbrd We got a non-functioning Great Farmer with or without PPIO


ThunderbrdToday at 3:48 PM


ok, just checking to ensure that wasn't to blame. I believe there had been a question about that the last time this was discussed

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JukoToday at 3:57 PM


Thanks for the assist there @ammy55
 
Still no luck on the great farmer. Has him on a farm and nothing
1.Can't place a GF on a farmed tile. It must be open grassland No improvements. You can chop downa forest on grassland to open it up. Then a GF can place the resource next turn.
Checked in worldbuilder and there's nothing else on that plot.. I think farmers might be broken.
2.Except the tile already has a farm there. See response #1.

I went thru this type conversation back in late winter early spring and had to learn what it takes to place a GF. I wanted to plant Horse (and later cow). I tried all open tiles (ie unimproved), but until I had an open unimproved grassland tile I could not place the horse thru the GF.

Does this make it "broken"? Not sure I would go that far. Just very specific about where you can place a resource with the GF. Iirc DH chimed in about it when I had the ?s about the GF.

It's always in the Details that the answer is found.

Perhaps you should ask ammy55 to try an unimproved grassland tile (flat no hills). Might have to cut down a forest or remove a farm to revert the tile back to a basic open grassland tile. And it takes X number of turns for the "planting" to bear fruit, ie the new resource.
 
1.Can't place a GF on a farmed tile. It must be open grassland No improvements. You can chop downa forest on grassland to open it up. Then a GF can place the resource next turn.

Are you sure about this JosEPh , your not confusing C2C with AND? :) I thought the improvement was just removed, farm, town whatever. Not sure about hills. Though the version I last used was about 4 months ago, so there may have been changes since then.

The only resource I could not place on empty tiles - was Guinea Pigs.
 
1.Can't place a GF on a farmed tile. It must be open grassland No improvements. You can chop downa forest on grassland to open it up. Then a GF can place the resource next turn.
This was never true before. So long as there was not a bonus there, an improvement would not stop the farmer from being able to place the bonus. It WOULD, however, destroy any improvement you had there in the process. I clearly recall this being the behavior.

The only resource I could not place on empty tiles - was Guinea Pigs.
Yeah there were one or two that never got properly updated to having the farmer use it.
Perhaps you should ask ammy55 to try an unimproved grassland tile (flat no hills). Might have to cut down a forest or remove a farm to revert the tile back to a basic open grassland tile. And it takes X number of turns for the "planting" to bear fruit, ie the new resource.
There is a possibility that the behavior i recall has changed and they need to remove the improvement first now. I dunno. Where's @DancingHoskuld on this matter, who explained a while back that some change made had caused the Farmer to stop working?

We might have to accept the problem and make the new DLL based tag solution it the first project to finish in the v40 design cycle. The problem with it is that there is no AI for it and currently no text display for it, which may be best done as a help text anyhow. I suppose I should also mention that while it's been put in place in the coding, no XML is currently setup to use it yet.
 
Are you sure about this JosEPh , your not confusing C2C with AND? :) I thought the improvement was just removed, farm, town whatever. Not sure about hills. Though the version I last used was about 4 months ago, so there may have been changes since then.

The only resource I could not place on empty tiles - was Guinea Pigs.

It is possible. I have played a game of AND over the last couple of months too. And in RL there have been many distractions over the last 6 months. :P
 
What about dynamic civ names? This feature is no longer available? I used to love see civ name changing by itself. One city cannot be an empire :)
 
It is possible. I have played a game of AND over the last couple of months too. And in RL there have been many distractions over the last 6 months. :p
ThunderbrdToday at 7:22 PM


The question has come up - what happens if the plot is both without a resource AND without an improvement. Is the farm keeping it from being possible?

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JukoToday at 8:37 PM


@Thunderbrd Will investigate on my end! Hey @ammy55 I'll check things on my PPIO version, if you could do the same from the base SVN.


ammy55Today at 8:51 PM


From my previous attempts i don't believe so, but i'm launching now to test.


ammy55Today at 9:01 PM


Can confirm. Pillaged a farm, had a great farmer sit on the empty plot for two turns and he doesn't show any work options
 
I'm not sure if @Toffer90 forgot to add AnimalPlacing python content in PPIO.
That is there may be no python code for great farmer in PPIO.

Looks like Great Farmer doesn't work at all...
 
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I'm not sure if @Toffer90 forgot to add AnimalPlacing python content in PPIO.
That is there may be no python code for great farmer in PPIO.

Looks like Great Farmer doesn't work at all...
The code is there in PPIO.

The only python code related to workers placing bonuses that I'm aware of is the code that is executed after the worker actually finishes the improvement that place the bonus.
Python does not currently involve itself in which buttons that appear in the unit action list, it only displays whatever the dll tells it to in the interface at that point.
 
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