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

Every file in the XML\GameInfo folder has the following error
Code:
E:\Games\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos\Assets\XML\GameInfo\CIV4CivicInfos.xml:27,17: Cannot load the schema for the namespace 'x-schema:C2C_CIV4GameInfoSchema.xml' - The ' ' character, hexadecimal value 0x20, cannot be included in a name.
E:\Games\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos\Assets\XML\GameInfo\CIV4CivicInfos.xml:0,0: No validation occurred.

It is because iConstructPercent has a space after it inside the quotes in the schema file.

edit fixed on svn
 
Don't we already do that to some extent with animals? The spawns stay within defined years on the calendar if they are animals.
And some buildings get their :culture: output increased 1000 years after building them, I think. How is that handled?
 
I'm not going to say that again. You already know. Which tells me you're just trying to pick a meaningless fight. Perhaps you're bored with things being peaceful lately?
You could've left this completely out of your argument and would've had a more impactful statement of your position. But you just had to add it in didn't you. Who's really "picking a fight" here?

Since you can't see my point or really just refuse to see it, so be it. We are at opposite ends on this subject. Probably always will be because we can not sit face to face to really discuss this.
 
You could've left this completely out of your argument and would've had a more impactful statement of your position. But you just had to add it in didn't you. Who's really "picking a fight" here?

Since you can't see my point or really just refuse to see it, so be it. We are at opposite ends on this subject. Probably always will be because we can not sit face to face to really discuss this.
Why this (INITIAL_AI_CITY_PRODUCTION) initial push is important in your opinion?
It doesn't give 10:hammers: per turn, it just does that once when building city.

For me best reasons as other said about this define would be:
To make AI get Alpha male (+1:hammers: per turn and anticrime building) few turns earlier before player on Noble.
AI builds and researches faster than player above Noble though.
Or to get extra unit on creation of city to prevent someone rushing into city on game start or for exploration.
Also that AI may spend few turns moving settler around.
 
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This is one good reason to have mapscripts attempt to place the first settlers for all players in a fairly advantageous city site, even if you can't see the bonuses nearby. On rivers/coasts as starts is critical for us for a mapscript here because we'll just spend all night initiating games if it doesn't give us both a halfway decent start. The missus is more picky about it than I am but I'm not above feeling disadvantaged and thus disgruntled by the initial placement, specially if I'm in the middle of a swamp, no rivers or coast in sight, all 1 production tiles etc... and she's on a coast with an initial tile with a slew of rivers and a 4 production plot in the first rung.
You do know that difficulty level decides in which order the starting plots is handed out to players?
If you play on Deity difficulty with 10 AI players then those 10 AI's will get the 10 best starting position and you will get the 11'th "best" starting plot.
Starting plot value is based on raw plot yield in fat cross, and also the bonuses that will be revealed to you in the starting era and during the next era (the yield increase form the bonuses do matter, so some bonuses are worth more than others).
There is also a restriction on how close together different players may start so there's a lot of high value plots that are disqualified because they are too close to a slightly better starting plot.
There may be more or less factors for starting plot value in the different mapscripts...
I think that, if you use culturally linked start, that this difficulty factor becomes meaningless as all the starting plots are then reordered after the map script has ordered them by value.
 
You could've left this completely out of your argument and would've had a more impactful statement of your position. But you just had to add it in didn't you. Who's really "picking a fight" here?

Since you can't see my point or really just refuse to see it, so be it. We are at opposite ends on this subject. Probably always will be because we can not sit face to face to really discuss this.
Fair 'nuff. I'm not trying to pick a fight, just getting frustrated by this constant return to this topic. We don't well let sleeping dogs lie around here. Particularly when there's already a lot of stress on current issues to resolve.
 
Three ways,
  • you should choose your base/regional culture at Cultural Identity based on what animal myths you have. If you don't have any animal myths then you don't get a Culture until you do. AI gets the base/regional Culture of it's leader no matter what Myths they have.
  • splitting - as you "progress" Culturally you are presented with a choice of switching to a new Culture from a list of new Cultures available to you based on the Cultures, Myths and resources you have. In this case the old Cultures "below the split" go obsolete or out of fashion. Johny Smith had a good set for these but I have lost his diagram detailing it and I can't find it anywhere on the forums.

  • conquering - when you conquer a city you can select (or maybe get) the most popular Culture in that city and you can spread it to your other cities (requires Ideas). Depending on your Civics you may get not get any (Intolerant) or you may get many (Multicultural - inclusive or - ? (ghetto - is not quite the right these days but its original meaning of a minority living separately is the meaning I am after)). This was done in Sevo's Faces of God mod with religions.
 
Three ways,
  • you should choose your base/regional culture at Cultural Identity based on what animal myths you have. If you don't have any animal myths then you don't get a Culture until you do. AI gets the base/regional Culture of it's leader no matter what Myths they have.

Maybe tie regional cultures to the discovery of Natural Wonders? Just knowing one of them is enough.

Perhaps at Cultural Identity, each Natural Wonder can enable only one civ, and at tribalism any civ can use any known Natural Wonder to adopt a regional culture. This is to promote maximum diversity (so not every civ picks its regional culture based on the one Natural wonder in the center of the big continent).
 
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@Dancing Hoskuld why African culture, Aka requires potatoes?
Potatoes weren't known in old world before renaissance
That is they came from new world.
And this culture is unlocked by Gathering.

Because each culture type (i.e. European) needed a different resource to get the different cultures. (So Belgium needs Chocolate (also NW)). There are more cultures than resources. :)

It was that way about 4 years ago - if it has changed since then - I do not know. :undecide:

It may have, as lots of cultures were added as a separate mod-mod. But then they may just duplicate the required resource. Giving you the choice of two or more cultures with that resource.
 
Sparth made major changes thru Culture when he added all his Culture units. It was a big project. Once finished he took a hiatus. Has not come back since.

EDIT: Anyone else experiencing SVN connection problems?
 
I was finally able to get DH's last commit. SF sure has had a lot of problems with their new site/building and new servers. Last error I got was 505 no backend servers available.
 
Something messes with the build prioritys at the moment and I I can't see how going for meager wealth if they have lots of money already should happen unless there is another issue unrelated to the Ai production choice.
Despite fixing some of the main problems we've been seeing, this is still happening at times but not persistently. It seems they spend a round or two on wealth in between some builds and perhaps it is due to caching and buildings remaining not having value. I would think another unit might have been queued though and that's odd. It's worthy of more investigation but all in all I THINK things are working fairly well on this next dll... I think. Still observing. The gatherer decided to make use of itself right away but it's still a little odd that in the previous game it didn't.

One strange thing about the hunter escort - it wasn't calling for a unit with that AI type, just any unit with defensive or offensive capabilities.

EDIT: Also I'm thinking that the processes coming up may be an artifact of multithreading. I'm not sure about that yet but it's suspect.

This post is mostly for @alberts2. Although I can confirm the new dll has brokerage calls (both from cities and units) are functioning, I'm still a bit concerned about a few more minor points. I did learn this go around that units, when called through the brokerage, are supposed to immediately take priority over any building (though may not interrupt current builds and any queued other items.) This is not always ideal because it leads to slow responses at times. And I'm pretty sure that processes can be inappropriately queued and not overridden when they should be.

Anyhow, things should be working better at this point but some deeper study and improvement of that whole structure is in order at some point imo.
 
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Does the iAsset value have any bearing on the choice of what units do? eg if a subdued animal has iAsset=1 and the Myth has iAsset=2 is the unit more likely to go and build the Myth?
 
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