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

Ah then it was random display issue.
The graphic you posted showed it reporting as a visibility ability, not an invisibility ability. Seemed like it was right.

So big cats are most deadly group of animals I guess.
One of... I find primates and bears just as bad.

I have teleporting hunting rewards on.
Should be a little easier for the AI than it would be with it off but they are never going to be as strategically adept as the human player at hunting.

You never responded, so I thought that report was ignored or forgotten.
1)If it was, that's our prerogative to ignore it because it isn't high enough priority in our personal opinion.
2)It wasn't in any of our courts to respond to except for Whisperr, who you'll notice rarely frequents the forums. I let her know about stuff though.
3)She'd already fixed it by the first time you mentioned it but had a number of other things to address.
4)After the 3rd time you mentioned it (of what, 6?) it was just too fun to count how many times you would bring it up.
 
The graphic you posted showed it reporting as a visibility ability, not an invisibility ability. Seemed like it was right.
It was typo - I meant Visibility ability.
It appears Subdued animals doesn't have political visibility, when wild animals have it.

One of... I find primates and bears just as bad.
I wonder what animal is hardest to kill.
That is highest strength when playing with Size Matters.

Should be a little easier for the AI than it would be with it off but they are never going to be as strategically adept as the human player at hunting.
So players on Noble will always outrun AI in research.

I looked what AIs are doing (testing Blitz/Noble/Standard).
It appears one of them is wasting time on process.
Spoiler :
y4DIsCs.jpg


Koshling was today but didn't reply to version tracking bug report.
I guess you must compile twice to get version tracker right, that is it should show its SVN 10043 not 10041 as now it shows on flag and minidump.
It appears version tracking was lagging one DLL compilation since 2013 (SVN 6245) when it was introduced.
And of course SourceForge failed once again since they did mess in February.
 

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It appears Subdued animals doesn't have political visibility, when wild animals have it.
Right, because subdued animals aren't going to be pointing out criminals to law enforcement. Trained drug sniffing dogs might ;)

I wonder what animal is hardest to kill.
That is highest strength when playing with Size Matters.
Smilodons (Sabretooths), Cave Bears, Mammoths, Gorrillas. Bengals are nearly as bad. So are some other monkey types when they get into really really big groups.

So players on Noble will always outrun AI in research.
It's almost completely unavoidable. Such AI perfection is nearly impossible. Thus why experienced players can win on higher difficulty levels.

I looked what AIs are doing (testing Blitz/Noble/Standard).
It appears one of them is wasting time on process.
I'm not happy about that either but that last commit did improve on that a lot. Something about the system is still mystifying as to how it still slips past so many checks to get to this point. Many buildings can still get a 0 value and I'm not sure why that is.
 
It's almost completely unavoidable. Such AI perfection is nearly impossible. Thus why experienced players can win on higher difficulty levels.
What about making AI use subdued animals instantly, if they can get myth, that has myth effect?
Unless they can get useful yield boost (herds and flock first, then myths, story and stories, then rest of stuff).
This is what I do:
I let trackers and hunters to have way too much fun but I check if I can kill this animal.
If chance is >50% and <90% then I save game and try to kill it.
If >90% then I just kill it.
If tracker/hunter dies then I reload game.

If I get subdued animal, then I instantly use it to make myth or build special buildings.
If I can't use subdued animal then I use it to get one time science/culture boost.

Flexible Difficulty is so stealthy now - you won't notice change of handicap unless you closely monitor civ scoreboard or crime/education properties.
Also placing player on smallest continent also would do nice challenge.

Tech Diffusion, Win For Losing, Tech Trading and Tech Brokering locked from player also could make AI more competitive on Noble.
 
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What about making AI use subdued animals instantly, if they can get myth, that has myth effect?
Unless they can get useful yield boost (herds and flock first, then myths, story and stories, then rest of stuff).
This is what I do:
I let trackers and hunters to have way too much fun but I check if I can kill this animal.
If chance is >50% and <90% then I save game and try to kill it.
If >90% then I just kill it.
If tracker/hunter dies then I reload game.

If I get subdued animal, then I instantly use it to make myth or build special buildings.
If I can't use subdued animal then I use it to get one time science/culture boost.

Flexible Difficulty is so stealthy now - you won't notice change of handicap unless you closely monitor civ scoreboard or crime/education properties.
Also placing player on smallest continent also would do nice challenge.

Tech Diffusion, Win For Losing, Tech Trading and Tech Brokering locked from player also could make AI more competitive on Noble.
Do you know what they are doing with subdued animals now? Can you say they aren't immediately using them to make myths/herds etc...?

An option for Tech Trading/Brokering that leaves out human players might be interesting. We do have the ability to set that up for TD and WFL already and it does help.
 
What about making AI use subdued animals instantly, if they can get myth, that has myth effect?
Unless they can get useful yield boost (herds and flock first, then myths, story and stories, then rest of stuff.
This is almost what is wanted for the players when they "automate" subdued animals. Although it would be nice to give my subdued impala(?) the instruction "build Carnival" before I have the tech for it and just let them sit there until I get Trade.
 
Do you know what they are doing with subdued animals now? Can you say they aren't immediately using them to make myths/herds etc...?
It appears they have only few subdued animals waiting, probably hunted in last turn, but they use military units as hunters/explorers.
They don't have even full page of Myth Effects special buildings, when I have little over 4 pages of animal myth effects.
Save is on 80th turn.
I'm testing Blitz/Noble/Standard.

I'm using all combat mods.
Also I disabled all longitude/latitude limitations for use with spacemaps and nonstandard climate maps, but that just would increase diversity of animals in prehistoric era.
Resources also would spawn in higher and lower latitudes.
Some of buildings shouldn't even have any latitude limitations.

An option for Tech Trading/Brokering that leaves out human players might be interesting. We do have the ability to set that up for TD and WFL already and it does help.
TD and WFL already has ability to lock techs from humans, I listed them as options, that affect techs.

80 turns autoplay:
They use wanderers/trackers/hunters too but pretty recklessly.
They should maximize amount of trackers and hunters if playing with national unit limits.
They also ruin chances of getting Master Tracker or Master Hunter with use of military units - AI got Great General instead as it seems to be autoplay.
Hills helps AI greatly suggesting construction/training costs are too high.
By the way game crashed on autoplay, when one of AIs was wasting time on process (70th turn).
Also they got too much enforcers and healers - they distributed them though to two new cities.
American AI got one page of myths effect on 80th turn.
Efficiency in getting myths effects: 25%, probably even lower.
I loaded game from initial save so all conditions were exactly same.
America researched 16 techs less than me in 80 turns.

Sorry Koshling, but now it really matters if DLL was from current compilation SVN or previous SVN, where DLL was compiled (flag and minidump thinks last compilation was earlier).
 

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Game started giving error "failed to compress save file" when saving. It made broken saves that crash when trying to load. Autosave from few turns earlier is fine. I have plenty of both RAM and hard disk space available.
 

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80 turns autoplay:
They use wanderers/trackers/hunters too but pretty recklessly.
They should maximize amount of trackers and hunters if playing with national unit limits.
They also ruin chances of getting Master Tracker or Master Hunter with use of military units - AI got Great General instead as it seems to be autoplay.
Hills helps AI greatly suggesting construction/training costs are too high.
By the way game crashed on autoplay, when one of AIs was wasting time on process (70th turn).
Also they got too much enforcers and healers - they distributed them though to two new cities.
American AI got one page of myths effect on 80th turn.
Efficiency in getting myths effects: 25%, probably even lower.
I loaded game from initial save so all conditions were exactly same.
America researched 16 techs less than me in 80 turns.
They sometimes train attack AI units and those go out, not to hunt animals, but to hunt barbs. Animals happen to be in the way. And barbs are very good at killing scouts and hunters. And generals are WAY better to get than great hunters unless you have a lot of room and a fairly long gamespeed. They don't use them all that well, often getting them killed in these hunting stacks they like to have generals go out in.

Anyhow, this is all acceptable for now. I'm not trying to perfect the AI, just get it to function ok enough to play a decent game. Which it's doing. Some AI tasks are much more complex to try to resolve and you can ALWAYS find things to improve on there.

Sorry Koshling, but now it really matters if DLL was from current compilation SVN or previous SVN, where DLL was compiled (flag and minidump thinks last compilation was earlier).
Um... why? I mean who cares really?

Game started giving error "failed to compress save file" when saving. It made broken saves that crash when trying to load. Autosave from few turns earlier is fine. I have plenty of both RAM and hard disk space available.
I'll leave this one for @alberts2 to look at.
 
They sometimes train attack AI units and those go out, not to hunt animals, but to hunt barbs. Animals happen to be in the way. And barbs are very good at killing scouts and hunters. And generals are WAY better to get than great hunters unless you have a lot of room and a fairly long gamespeed. They don't use them all that well, often getting them killed in these hunting stacks they like to have generals go out in.

Anyhow, this is all acceptable for now. I'm not trying to perfect the AI, just get it to function ok enough to play a decent game. Which it's doing. Some AI tasks are much more complex to try to resolve and you can ALWAYS find things to improve on there.
I play without barbarians though.

Um... why? I mean who cares really?
You said, that I should ask Koshling about DLL versioning discrepancy.
Joseph got confused by it recently, as player posted minidump, that seemed to be from game before last DLL compilation (mod DLL was SVN 10040 not 10023).
You compile DLL twice when releasing mod by the way.
Basically with minor changes it doesn't matter, that versioning lags one DLL compilation, but now there are major fixes recently.
Also it thinks DLL is compiled every revision.
 
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The building Scarecrows has the only affect of replacing Pests Crows so why does it not have the same latitude restriction as the pest?
Someone probably forgot to adjust them.
This mod has lots of smaller and bigger inconsistencies and like this one.
I guess this is nature of big mod that exists for 10 years.

Another funny thing was immunization drugs factory or something like that and it had in history: "What hydro meant by this one?" :lol:
Spoiler :
Hyqz3jB.jpg

This building is unlocked by molecular medicine in information era.
 
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The building Scarecrows has the only affect of replacing Pests Crows so why does it not have the same latitude restriction as the pest?
If the Pest is removed then all it's associated maladies should also be negated. So what do you mean by "the same latitude restriction as the pest". Map placement??? The "pest" is only in direct relation ship to a city Not to the surrounding country side. It's Not a country or national or even an area eradication of the crow. Going a bit deep here aren't you DH?
 
If the Pest is removed then all it's associated maladies should also be negated. So what do you mean by "the same latitude restriction as the pest". Map placement??? The "pest" is only in direct relation ship to a city Not to the surrounding country side. It's Not a country or national or even an area eradication of the crow. Going a bit deep here aren't you DH?
Well some animal, ice and space related things have restricted latitude.
Spoiler :

Caveman2Cosmos\Assets\Modules\Alt_Timelines\Megafauna_Units\Giraffe\Giraffe_CIV4BuildingInfos.xml (2 hits)
Line 39: <iMaxLatitude>45</iMaxLatitude> - GIRAFFE_TRAINER
Caveman2Cosmos\Assets\Modules\Alt_Timelines\Megafauna_Units\Zebra_Mounts\ZebraMounts_CIV4BuildingInfos.xml (1 hit)
Line 56: <iMaxLatitude>45</iMaxLatitude> - ZEBRA_TRAINER
Caveman2Cosmos\Assets\Modules\Hydro\Hydro_CIV4BuildingInfos.xml (1 hit)
Line 63: <iMaxLatitude>70</iMaxLatitude> - RAT_CATCHER
Caveman2Cosmos\Assets\Modules\Vokarya\VokaryaWonders_CIV4BuildingInfos.xml (1 hit)
Line 1126: <iMaxLatitude>30</iMaxLatitude> - DINO_PARK
Caveman2Cosmos\Assets\XML\Buildings\GreatWonders_CIV4BuildingInfos.xml (1 hit)
Line 12617: <iMaxLatitude>30</iMaxLatitude> - SPACE_ELEVATOR
Caveman2Cosmos\Assets\XML\Buildings\NationalWonders_CIV4BuildingInfos.xml (1 hit)
Line 6539: <iMaxLatitude>40</iMaxLatitude> - SPACE_LABORATORY
Caveman2Cosmos\Assets\XML\Buildings\Regular_CIV4BuildingInfos.xml (6 hits)
Line 34414: <iMaxLatitude>50</iMaxLatitude> - DUCK
Line 66875: <iMaxLatitude>60</iMaxLatitude> - MICROSATELLITE_CONSTELLATION
Line 72108: <iMaxLatitude>60</iMaxLatitude> - NANOSATELLITE_CONSTELLATION
Line 75378: <iMaxLatitude>60</iMaxLatitude> - ORBITAL_LABS
Line 89925: <iMaxLatitude>35</iMaxLatitude> - SALT_EVAPORATION_PONT
Line 112365: <iMaxLatitude>60</iMaxLatitude> - ZEROG_MEDICAL_LAB
Caveman2Cosmos\Assets\XML\Buildings\SpecialBuildings_CIV4BuildingInfos.xml (4 hits)
Line 15683: <iMaxLatitude>70</iMaxLatitude> - PEST_CROWS
Line 15980: <iMaxLatitude>70</iMaxLatitude> - PEST_PIGEONS
Line 16066: <iMaxLatitude>70</iMaxLatitude> - PEST_RATS
Line 16128: <iMaxLatitude>70</iMaxLatitude> - PEST_SEAGULLS
Caveman2Cosmos\Assets\XML\Buildings\zAnimals_CIV4BuildingInfos.xml (8 hits)
Line 19690: <iMaxLatitude>70</iMaxLatitude> - CEPHALOPOD_INSTITUTE
Line 19748: <iMaxLatitude>70</iMaxLatitude> - CETAEA_INSTITUTE
Line 19809: <iMaxLatitude>60</iMaxLatitude> - COASTAL_FISH_FARM
Line 21064: <iMaxLatitude>70</iMaxLatitude> - SALACHIMORPHA_INSTITUTE
Line 21575: <iMaxLatitude>60</iMaxLatitude> - FISH_PENS
Line 21632: <iMaxLatitude>80</iMaxLatitude> - CRAB_NETS
Line 21690: <iMaxLatitude>60</iMaxLatitude> - FUR_FARM
Line 21755: <iMaxLatitude>70</iMaxLatitude> - MARINE_INSTITUTE

Caveman2Cosmos\Assets\Modules\Alt_Timelines\MegaFauna\DeerRider\DeerRider_CIV4BuildingInfos.xml (2 hits)
Line 38: <iMinLatitude>45</iMinLatitude> - DEER_TRAINER
Caveman2Cosmos\Assets\Modules\Alt_Timelines\Megafauna_Units\Mammoths\Mammoths_CIV4BuildingInfos.xml (2 hits)
Line 81: <iMinLatitude>40</iMinLatitude> - MAMMOTH_TRAINER
Line 154: <iMinLatitude>40</iMinLatitude> - MAMMOTH_TRAINER_HERITAGE
Caveman2Cosmos\Assets\Modules\Vokarya\VokaryaWonders_CIV4BuildingInfos.xml (2 hits)
Line 2668: <iMinLatitude>45</iMinLatitude> - PLEISTO_PARK
Line 3338: <iMinLatitude>50</iMinLatitude> - SVALBARD
Caveman2Cosmos\Assets\XML\Buildings\GreatWonders_CIV4BuildingInfos.xml (1 hit)
Line 10002: <iMinLatitude>55</iMinLatitude> - ICE_HOTEL
Caveman2Cosmos\Assets\XML\Buildings\Regular_CIV4BuildingInfos.xml (22 hits)
Line 10825: <iMinLatitude>40</iMinLatitude> - BELUGA_CAMP
Line 14463: <iMinLatitude>40</iMinLatitude> - BREEDING_BELUGA
Line 14611: <iMinLatitude>40</iMinLatitude> - BREEDING_CARIBOU
Line 15316: <iMinLatitude>40</iMinLatitude> - BREEDING_MUSKOX
Line 15382: <iMinLatitude>40</iMinLatitude> - BREEDING_NARWHAL
Line 15734: <iMinLatitude>40</iMinLatitude> - BREEDING_SEAL
Line 15782: <iMinLatitude>40</iMinLatitude> - BREEDING_WALRUS
Line 19477: <iMinLatitude>40</iMinLatitude> - CARIBOU_CAMP
Line 53702: <iMinLatitude>40</iMinLatitude> - ICE_RINK
Line 70333: <iMinLatitude>40</iMinLatitude> - MOOSE_CAMP
Line 71384: <iMinLatitude>40</iMinLatitude> - MUSKOX_CAMP
Line 72152: <iMinLatitude>40</iMinLatitude> - NARWAL_CAMP
Line 86383: <iMinLatitude>40</iMinLatitude> - REINDEER_FARM
Line 89981: <iMinLatitude>35</iMinLatitude> - SALT_EVAPORATION_WORKS
Line 91580: <iMinLatitude>40</iMinLatitude> - SEALHUNTERS_CAMP
Line 94193: <iMinLatitude>40</iMinLatitude> - SKI_RESORT
Line 108863: <iMinLatitude>40</iMinLatitude> - WALRUS_CAMP
Line 111456: <iMinLatitude>40</iMinLatitude> - WINTER_LODGE
Line 111979: <iMinLatitude>40</iMinLatitude> - WOOLLYRHINO_CAMP
Caveman2Cosmos\Assets\XML\Buildings\SpecialBuildings_CIV4BuildingInfos.xml (1 hit)
Line 13123: <iMinLatitude>50</iMinLatitude> - IGLOO
Caveman2Cosmos\Assets\XML\Buildings\zAnimals_CIV4BuildingInfos.xml (6 hits)
Line 20664: <iMinLatitude>30</iMinLatitude> - MUSKOX_HERD
Line 21689: <iMinLatitude>30</iMinLatitude> - FUR_FARM

He meant he can build scarecrows even if crows can't exist, because latitude is too high.
Scarecrows is Hydro's building.
 
So what!? And those are the special ones, for the most part (the animals that is) that DH created himself.

Space is another topic and era of authorship. All contributed to by Hydro, Mr. Azure, Faustmouse, and pepper2000.( I probably left someone out here.) And all contributions made over the life of the Mod.

And the Pest Crows for the game knows no boundaries. The species Crow and related birds are almost planet wide. So what is the whole point of this? More obfuscation? More unnecessary coding and xml files?

Raxo I know who made the Scarecrow building.:rolleyes:
 
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So what!? And those are the special ones, for the most part (the animals that is) that DH created himself.

Space is another topic and era of authorship. All contributed to by Hydro, Mr. Azure, Faustmouse, and pepper2000.( I probably left someone out here.) And all contributions made over the life of the Mod.

And the Pest Crows for the game knows no boundaries. The species Crow and related birds are almost planet wide. So what is the whole point of this? More obfuscation?
I wanted to show, that some buildings are latitude limited along with pest - crows.
That is some pests can't appear above latitude of 70 degrees.
He meant, that building (scarecrows) used to remove crow pest can be built anywhere even at north pole.
Rat catcher unlike scarecrow is limited by latitude.

Raxo I know who made the Scarecrow building.:rolleyes:
More unnecessary coding and xml files?
I was saying that to DH.
Also that change would be one tag less or more (one line difference in XML file).
 
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