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

Workers are again not working the fields, i have a thief there, but i have extra invisible on and concealment so it should NOT hinder them going out and building stuff, IMPO
Have you killed anything near that place recently? Razed? IIRC, the AI takes that as a hint not to just send workers out without protection and possibly at all for a bit until the danger passes.
The nile monitor should be upgrade to the next "flag" up because that animal ALWAYs attacks units next to it, and all the other (bambi flag) units dont . .(pic 3) .
The flag is not an indicator of animal aggression.
@Thunderbrd this one is related to your fix on building cost overflow, which was caused by rounding error fix.
Special buildings have cost of -1 hammer.
But all production costs were clamped between 1 :hammers: and 2 billion :hammers:.

Maybe bit of code, that would see xml defined cost of -1:hammers: (special buildings cost) and act accordingly, would be needed.

Joseph, do you get these special buildings built on same turn?
Interesting. I'll take a look at the formula and consider what needs to be done for -1 settings.


Note to all: I have identified the problem the AI has been having with city attack stack formation. I'll soon have a fix on the SVN for that. There's then a few other things I want to look into but again, time will be short for a bit here.
 
2. The tapir (subdued) has no culture to be given for trading them in?? (pic 2)
Weird I just traded mine in for culture:confused:. I will make sure I am on the latest SVN and test it.
New Problem, Giant Rhino has either an overflow problem or a display problem. Needs 49,941,481 turns to build any of these 4 buildings: Master Hunter, Military Standard, Myth Elasmotherium, Myth Unicorn.
I have noticed this for many special buildings but had not reported it yet.
 
Have you killed anything near that place recently? Razed? IIRC, the AI takes that as a hint not to just send workers out without protection and possibly at all for a bit until the danger passes..
nope infact my thief just got there . . .
 
Code:
unsigned long long iProductionNeeded = GC.getBuildingInfo(eBuilding).getProductionCost();

@Thunderbrd

This is causing an underflow in case a building has -1 cost. The unsigned must be removed.
 
Not necessarily a "bug report", but after updating to latest svn which has a new .dll the save game when fully loaded and ready to play did not have a Re-Calc pop up. I manually did the Re-Calc anyway.
 
Started a new game with SVN 10018 (Deity/Eternity/Gigantic/C2cWorld) and I've only just now discovered the French and found two frankly unsettling things with the AI, firstly I'm already ahead of them in score - this implies that they didn't found a second city and secondly they have not even explored this nearby goody hut that is next to their borders. I've not had an easy time with things (plenty of hidden tigers aound that kept eating my early units - this has possibly affected the AI but they should still have founded a second city before those spawned. Now it's possible the French were handed a really bad starting postion in comparison to me but that's no excuse for not even exploring that nearby goody hut.
 

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Started a new game with SVN 10018 (Deity/Eternity/Gigantic/C2cWorld) and I've only just now discovered the French and found two frankly unsettling things with the AI, firstly I'm already ahead of them in score - this implies that they didn't found a second city and secondly they have not even explored this nearby goody hut that is next to their borders. I've not had an easy time with things (plenty of hidden tigers aound that kept eating my early units - this has possibly affected the AI but they should still have founded a second city before those spawned. Now it's possible the French were handed a really bad starting postion in comparison to me but that's no excuse for not even exploring that nearby goody hut.
That is some pretty strange behavior you discovered there. Could you screenshot your gameoptions in the victory screen?
Please keep us informed about how the other AI's are performing when you encounter them.
 
Ok here are my victory conditions and setiings. I've also updated to SVN 10019 and latest version of your modmod - incidently I did get the popup to do the recalc as usual unlike Joseph above.


Edit 1: Here is a screenshot of all their current units, no Band of Homo Sapiens there so either it got killed/deleted or they never had one. I've also attached a copy of my initial savegame if anyone wishes to check it inside worldbuilder:

Edit 2: Ok it looks like the French are my only rival on this relatively small/medium continent, the AIs are clearly doing stuff as various wonders have been built, nevertheless the fact the French never explored beyond their borders is mighty strange.
 

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There is an event that gives the Hunting Strike promotion to all hunters. However if you don't have the correct game option on that promotion does nothing. Can both the event and promotion be made dependent on that game option, please!
 
There is an event that gives the Hunting Strike promotion to all hunters. However if you don't have the correct game option on that promotion does nothing. Can both the event and promotion be made dependent on that game option, please!
I'm sure it can be. The promotions already are. Not sure what to do with the events and won't have time to mess with it.
 
that is what i like lately more and more barbs coming . .just like BTS .
Good for you... very bad for the AI. They aren't great at responding to threats with human precision.

Code:
unsigned long long iProductionNeeded = GC.getBuildingInfo(eBuilding).getProductionCost();

@Thunderbrd

This is causing an underflow in case a building has -1 cost. The unsigned must be removed.
OK, I'll see if I can find some time to deal with that. I'm sure I can whip up a rebuild tonight.
 
There is an event that gives the Hunting Strike promotion to all hunters. However if you don't have the correct game option on that promotion does nothing. Can both the event and promotion be made dependent on that game option, please!
I'll commit an attempted fix to that event in a couple of hours.
EventTriggers can be enabled/disabled by gameoptions, but the choices (the events) cannot, so I'll have to use the pythonCanDo method to check the gameoption in question for that event choice.
Good for you... very bad for the AI. They aren't great at responding to threats with human precision.
Not really that bad for the AI, on deity the AI has a 50% combat bonus against barbarians, on Nightmare they have a 70% combat bonus against barbs. So the AI may even benefit from more barbs in the game more than the human player in some instances.
 
Started a new game with SVN 10018 (Deity/Eternity/Gigantic/C2cWorld) and I've only just now discovered the French and found two frankly unsettling things with the AI, firstly I'm already ahead of them in score - this implies that they didn't found a second city and secondly they have not even explored this nearby goody hut that is next to their borders. I've not had an easy time with things (plenty of hidden tigers aound that kept eating my early units - this has possibly affected the AI but they should still have founded a second city before those spawned. Now it's possible the French were handed a really bad starting postion in comparison to me but that's no excuse for not even exploring that nearby goody hut.

I've started 2 different games today after updating SVN this morning (Diety/Snail/Standard/C2CWorld). Both games had the French and 1 also had the Greeks. I both cases I didn't see any of their units outside their borders before locating them which was several turns after animals where spawning. I even got some goody huts right outside their borders. In the first game start, the French had only 1 city and their Band of Homo Sapiens was still in the city. In the 2nd game start, I watched the French found their 2nd city. I was on their border and they sent out their Band of Homo Sapiens by itself, unprotected. They settled the city and I declared war and jumped in the empty city so I could capture a free Civilian.
 
Here is a save of my most recent start. WorldBuilder shows some Civs holding onto their settling band and others sending them out by themselves. Just wondering if giving the AI a couple of Wanderers so that it will have some explorer units would help it expand more quickly.
 

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Just wondering if giving the AI a couple of Wanderers so that it will have some explorer units would help it expand more quickly.
On deity, they do start with two wanderers 8 stone throwers, two gatherers, and two settlers. If that's not enough for them to settle both cities in the beginning, then something more serious is wrong in the AI code.
 
I went back and loaded the initial start of the above game and in each case the AI is starting with 2 Band of Homo Sapiens and 11 Stone Throwers. No Wanderers or Gatherers.
 
I went back and loaded the initial start of the above game and in each case the AI is starting with 2 Band of Homo Sapiens and 11 Stone Throwers. No Wanderers or Gatherers.
Hmm that might mean that the Missions table is still not right? Or something similar.

Here is the xml for regular Deity to back up what Toffer posted;
Code:
<iAIStartingUnitMultiplier>1</iAIStartingUnitMultiplier>
           <iAIStartingDefenseUnits>8</iAIStartingDefenseUnits>
           <iAIStartingWorkerUnits>2</iAIStartingWorkerUnits>
           <iAIStartingExploreUnits>2</iAIStartingExploreUnits>
1st line gives the extra Band of H.S.
2nd line gives the 8 defender (ST)
3rd is the workers
4th is the wanderers (explorer)

N.M Deity should be the same.
 
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