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

The attached game freezes reproducibly when I finish my turn. I am on current SVN and also use Toffer´s PPIO and Raxo´s NoLLL (no latitude and longitude limitations) modmods.
Toffers Modmod just yesterday was not compatible with lastest SVN. Has Toffer put out a new version today?
 
Totally Opposite of my current Deity game started with SVN 10015 and updated up to 10027.

Again the total opposite of what I'm seeing.

Even 1 can make a difference.

Now you say your game was lacking, but how was the AI coping? It's not doing that well from what I'm seeing in mine. Right now Deity plays about like what Emperor did back in mid v37. But the challenges are different than they were back then. Back then you had to really worry about the AI rolling in a SoD and wiping you out. Now you are challenged from within your own empire to keep the ball rolling economically and property wise. The AI is just doing petty excursions now. Because they too are inwardly looking and not outwardly. The pins for expansion for the AI have been knocked out by this inward self examination process they are forced into assuming.
I agree one education can make a big difference right then which is why I added it to the palace so that the AI wouldn't collapse before it built up enough infrastructure to prevent it becoming a bigger issue and to give super hard game players the ability to reach salvation for education loss before being crushed to oblivion by it. That was also before the limitation of one education level at that stage of the game was enforced. Still, if the AI goes into too great a problem with gold flow, it can basically seize up.

I don't know for sure that economics is the reason they are doing so but it might be and if it is, that would be a simple and understandable thing to adjust. I think -20 crime was probably too severe as well... should have SOME reason aside from just spotting to train the first LE unit there. Still, maybe something more tempered might help to keep the collapse from happening.

Are unit upkeep or the initial city upkeep costs just too high for the AI? Could that be the issue? We've gotta do something to ease their pain. Not sure what but something. So if the prescription given is not agreed upon, let's at least try to agree on the diagnosis and proposing a solution for it.

EDIT: NOTE: how much gold in the AI's treasury is not a measure for the AI of whether to consider itself in 'bfinancialtrouble'. That is a matter of the slider% it can maintain and still be in the positive. If it's less than 40% or something like that IIRC, is when it will go into panic mode and not settle and make other extreme choices to hopefully right itself.

I MIGHT get a little time to investigate further over the weekend to help in that regard. I also really might not.

The attached game freezes reproducibly when I finish my turn. I am on current SVN and also use Toffer´s PPIO and Raxo´s NoLLL (no latitude and longitude limitations) modmods.
If I can find some time, I'll make looking into this a priority. Freezes suck. Might be the same thing that SO ran into though and if it is, its messing with me. I'm wondering... did anyone adjust the unit list for the barbarian player, in particular regarding the worker?
 
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Could you share a save file?
Here is one where I just got a Great Prophet. Ignore the gold count - I wanted to build up quickly to get the Great Person.
Take a look at the available actions for this Great Person - I only see the holy buildings that can be built and no religions to found. Also notice in the Religion Advisor, only Tengriism, Druidic and Shamanism have been discovered.
Oh, and I am playing as Pearson of the Canadians using Sparth's civilizations pack.
 

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On an unrelated note I've managed to come accross the bizarre lost at sea event (that was reported by others some weeks ago) way before I even have any ability to build any boats at all. I've also managed to get a savegame that generates it upon hitting Enter if anyone wants to have a look at it:
 

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@Dionysis the three religions look founded to me (see attachment).

I also noticed you haven't researched any of the religions, to use the divine prophet you need to have researched the given religion first.

What usually happens is that the first to do so receives a free prophet, but he might not always found it, and the next one that researches it will not get a prophet.

But in the case that you do research it and it's unfounded and you have a spare great prophet, then go ahead, you are then able to found it in your cities. If the AI founds it first then you are only spreading its religion to your cities, though.
 

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Totally Opposite of my current Deity game started with SVN 10015 and updated up to 10027.

Again the total opposite of what I'm seeing.

Even 1 can make a difference.
Pretty strange that we experience this so differently, it is only dependent on what difficulty that is played, no other options really affect crime and education.
Here's a screenshot of how it is for me on latest SVN with deity difficulty:
Spoiler CityPicture :
8800_20180331002622_1.png

As you can see those property values are at a pretty stable value and I still haven't trained my first watcher or story teller.
 
I see you have gone with the Platyping style of specialists box. I really hate it because of the information you loose with it. In vanilla specialists that are not available are greyed out and you can hover over them to see when they become available.

What I would like to do is have the specialists you can't assign, either because they are not available or because you have banned them in this city, appear in a area above those you can use.

There is also an occasional bug in this part. Sometimes when you have some Citizen Specialist assigning another specialist will not take from these Citizens but take off the map.
 
I see you have gone with the Platyping style of specialists box. I really hate it because of the information you loose with it. In vanilla specialists that are not available are greyed out and you can hover over them to see when they become available.
I haven't seen how platyping did it.
If they don't have an up and/or down arrow on their right side, then they are not available.
You can see the "up arrow" to the right of civilian specialist which is the only one available at the point in the game in that screenshot.
I guess I could implement grayed out pictures if they are not available, a pretty low priority change though.
 
Pretty strange that we experience this so differently, it is only dependent on what difficulty that is played, no other options really affect crime and education.
Here's a screenshot of how it is for me on latest SVN with deity difficulty:
Spoiler CityPicture :

As you can see those property values are at a pretty stable value and I still haven't trained my first watcher or story teller.
You have not even hit Tribalism yet much less Sed Life. That's screenie is way too early in the game to have much relevance to crime and disease. Many Crimes and Diseases don't kick in until Tribalism and Animal Husbandry for example. You'll sing a different tune when you get to those techs and even more so when you hit Sed Life. So No your screen shot is Not telling you the story you will soon enough face.
 
@T-brd,

Finally got a Spy into a neighboring AI city. After 3 or 4 turns (not sure which) it disappeared. I checked the log and could not find when or how it went away.
 
You have not even hit Tribalism yet much less Sed Life. That's screenie is way too early in the game to have much relevance to crime and disease. Many Crimes and Diseases don't kick in until Tribalism and Animal Husbandry for example. You'll sing a different tune when you get to those techs and even more so when you hit Sed Life. So No your screen shot is Not telling you the story you will soon enough face.
Doesn't seem so bad to me:
Spoiler City Picture :
8800_20180331035025_1.png
It tells me the story that the palace is way too early in the tech tree to tackle any problems with crime.
 

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@Dionysis the three religions look founded to me (see attachment).

I also noticed you haven't researched any of the religions, to use the divine prophet you need to have researched the given religion first.

What usually happens is that the first to do so receives a free prophet, but he might not always found it, and the next one that researches it will not get a prophet.

But in the case that you do research it and it's unfounded and you have a spare great prophet, then go ahead, you are then able to found it in your cities. If the AI founds it first then you are only spreading its religion to your cities, though.
Well put! Welcome to the team!
 
@T-brd,

Finally got a Spy into a neighboring AI city. After 3 or 4 turns (not sure which) it disappeared. I checked the log and could not find when or how it went away.
Yeah, I might have to review the code on that at some point. That seems a little too tough on the spies, and I've seen other eras/situations where they can't even survive in an enemy city long enough to perform a mission.
 
Doesn't seem so bad to me:
Spoiler City Picture :
It tells me the story that the palace is way too early in the tech tree to tackle any problems with crime.
I did same test for properties earlier on blitz/nightmare/duel.
Absolutely no trouble for me, and I wasn't even trying to get property control buildings first.
First level of negative education felt insignificant.
I sorted crime properties by era and trigger point.
For Prehistoric you need crime level of 300 to get first crime.
On ancient first crime is unlocked at 75.

I'll try on Eternity, where properties have easier time to reach their dynamic equilibrium.

Testing Eternity/Nightmare/Standard
Properties have 20x more time to reach dynamic equilibrium than on Blitz.
Something funny happened: I was exploring, my city got common cold in mean time and lost one hammer to unhappiness.
When I found one of natural wonders I got 1 happiness bonus "OH YEAH!", and I got back one hammer back.
It appears you get permanent happiness bonus when you find nature wonders.

Why Wanderer (unlocked on nomadic lifestyle) is so much more costly than Stone thrower?
Former costs 33:hammers:, while latter costs 84:hammers:

Why Combat promotions decrease subduing chance?
And where I can see total subdue chance for unit?
 

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:crazyeye:
Testing Eternity/Nightmare/Blitz.
How do you test this combo?

I suppose I should post my screenies showing what I'm saying as well. Not that it would make any difference. :p

EDIT: I put back In My Game the -20 Crime from Palace and the + ED properties. The AI is now getting more active. Time frame of Early Classical for me, Early Med Era for most of the AI.

I will be putting these back in My Personal games from now on.
<PropertyManipulators>
<PropertySource>
<PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
<PropertyType>PROPERTY_CRIME</PropertyType>
<iAmountPerTurn>-20</iAmountPerTurn>
</PropertySource>
<PropertySource>
<PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
<PropertyType>PROPERTY_EDUCATION</PropertyType>
<iAmountPerTurn>1</iAmountPerTurn>
</PropertySource>
</PropertyManipulators>
 
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Why Wanderer (unlocked on nomadic lifestyle) is so much more costly than Stone thrower?
Former costs 33:hammers:, while latter costs 84:hammers:
Wanderers have +100% against animals
Wanderers have 2 move instead of 1
Wanderers don't get negative results from goody huts.

Even though Stone Throwers are much cheaper, I exclusively build wanderers.
 
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