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

This actually isn't that hard a status for the AI to hit. I've seen it before. If gold gets toooo challenging and the AI hits a wall like this where it cannot make enough gold to survive, it can tend to spiral out of control, stuck trying to build wealth and it not being enough. How to solve it? I'm not really sure. It's a good thing for the AI to consider some wealth building to patch short term deficits but there's a difference between all on wealth and still losing gold and a short term patch. The human player has an easier time understanding that. It's possible the AI needs to learn when to sack certain units better perhaps. A bit of a study in figuring out how they get into this spot may be necessary. When I saw it happen it was when I was playing rev and the AI took over my culture which I was running on complex wealth production propped up economy to support as many cities as I had.

Perhaps the reason was that for this scenario every civilization (including AI) starts with 0 gold?
 
Just updated to SVN 10025 and started a new game but upon founding my first city I don't get a Tribal Guardian:
 

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Just updated to SVN 10025 and started a new game but upon founding my first city I don't get a Tribal Guardian:

See screenshot. Have you cleared the cache folder?
 

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See screenshot. Have you cleared the cache folder?

I always clear the cache with every SVN update, so odd that you get a different result

Edit: I just wiped my Caveman2Cosmos Folder and just went with pure SVN and no longer get this problem, I think Toffer's Interface modmod needs an update then.

Edit 2: Just confirmed the issue is SVN + Toffer's Interface modmod
 
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Good catch. :)
 
Just had a series of Python Exception pop ups show up in game at start of turn where I completed candle making tech.

1st one I did not take a screenshot. It read: Name Error: global name 'local text' is not defined
The next 3 I took screenies. See below:
 

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1) in vanilla it costs one movement point to cross a river. For awhile there we had it at none and now it is at all. Can we put it back to one please. Scouts and Hunters will thank you

It's just hilarious how many CivIV veterans think that there's a movement penalty for crossing rivers in CivIV.

There's none:lol::lol::goodjob:


Anyways I set the river crossing cost to 3 initially to see how people react or if they even notice it. Units with the ability to ignore the terrain or feature movement penaltys ignore the river movement penalty as well. It would also be possible to add a promotion tag to ignore that cost as well.
 
It's just hilarious how many CivIV veterans think that there's a movement penalty for crossing rivers in CivIV.

There's none:lol::lol::goodjob:


Anyways I set the river crossing cost to 3 initially to see how people react or if they even notice it. Units with the ability to ignore the terrain or feature movement penaltys ignore the river movement penalty as well. It would also be possible to add a promotion tag to ignore that cost as well.

There isn't? Then how do you explain this in vanilla CivIV? This tech allowed "bridge construction" which is a fancy word for no movement penalties across rivers if there is a road/railway.
 
There isn't? Then how do you explain this in vanilla CivIV? This tech allowed "bridge construction" which is a fancy word for no movement penalties across rivers if there is a road/railway.

That's another thing and not really a movement penalty either.
Rivers break routes but crossing the river itself has no extra cost in vanilla CivIV.

I didn't change anything related to routes.
 
I'm stumped on this one. The problem is bound up in the city queue completion for the Barbarian AI. It selects a worker to build but for some reason that's bound up in the multi-threading I can't fully interpret still, it somehow eventually spits out the selection and tries again, coming up with the same selection result and going back through the same mysterious process.

@alberts2: I hope you can understand this one better than I can. Multithreading is still fairly mysterious to me. I tried to set the number of city pipeline threads to 1 but it doesn't stop the problem from happening. It might not be a flaw in the multithreading setup but that's the wall I can't figure my way through in full - it starts doing some things I don't understand at all, even with just one thread. Please take a look at this if you can find the time. I'm hopelessly lost trying to figure this one out now. I don't THINK it's a problem with the worker itself... but that's a possibility that one validation check doesn't agree with another later. I just can't find the 'other later'. It seems to go straight to the core of the thread processing and go all wonky.

This also happens then a city produces lots of units in the same turn. Sometimes ai cities build up to hundreds of units in the same turn i'am not sure there this comes from but sometimes cities end up with an high or even insane amount of production.

The multithreading itself will be removed soonish because it's no longer needed so all issues caused by it should go away as well.
 
That's another thing and not really a movement penalty either.
Rivers break routes but crossing the river itself has no extra cost in vanilla CivIV.

I didn't change anything related to routes.
Rivers don't break routes, they join them. Trade along rivers is an early thing and two cities on different rivers will be connected if the rivers flow on each side of a plot or into the same lake or ocean (and the connection has been explored).
 
RE: Settlers - It appears not all suffer from the same affliction. Something is causing them to think they don't have good city sites to found on when they have perfectly good sites. It's possible the caching isn't clearing when it should be for that lengthy recalculation of valid city sites. Very complicated caching on that.
I've used different map script for current game. I will try to use the same as I use for 10002. May be it significantly for AI.
Sorry, TB, I tried, but happened the same. AI don't build gatherers and hunters, don't protect their territory, and don't build settlers.
I attach my save.
 

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Sorry, TB, I tried, but happened the same. AI don't build gatherers and hunters, don't protect their territory, and don't build settlers.
I attach my save.
Are you sure that you have latest SVN and cleared cache?
 
Rivers don't break routes, they join them. Trade along rivers is an early thing and two cities on different rivers will be connected if the rivers flow on each side of a plot or into the same lake or ocean (and the connection has been explored).

:cry:That's not the kind of routes @KaTiON_PT and I where taking about. We where talking about the routes which you have to build with your workers and enable units to move faster. Such as a road as example or a railroad.......
 
Sorry, TB, I tried, but happened the same. AI don't build gatherers and hunters, don't protect their territory, and don't build settlers.
I attach my save.
Mapscript would make no difference. I'm not sure what you're up against tbh. And I won't have the time to fix it right away. I got some things goin' down right now in RL.
 
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