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

I guess you're saying you feel that's too much gold to ask for a worker eh? It can be toned down a bit more in the globals - I recently put a tag there to help us adjust the final calculation of worker trade values. It was a lot higher than this before then.
Mostly that specific offer seemed way over the top. If I try to sell such a worker to the greek, they offer only 650.
 
I was playing SVN - 9959 and I couldn't upgrade my Tracker to a Hunter and he's in my city. I updated to SVN - 9962 and still no go. Just wondering if the neanderthal culture I built early on is affecting this situation.
 

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I was playing SVN - 9959 and I couldn't upgrade my Tracker to a Hunter and he's in my city. I updated to SVN - 9962 and still no go. Just wondering if the neanderthal culture I built early on is affecting this situation.
Yeah, should we let human units upgrade into neanderthal units? I'm ok with it either way. It's a funky drawback to the otherwise powerful neanderthal culture, that you cannot upgrade your human units before ancient era units are unlocked.

Perhaps the drawback should rather be that neanderthal units cannot upgrade to human units. Turn it upside down so to speak? (neanderthal units can't currently upgrade to human units.)

Or should we allow you to train both unit types? This will cause there to be a lot of units in the city build list.
 
I was playing SVN - 9959 and I couldn't upgrade my Tracker to a Hunter and he's in my city. I updated to SVN - 9962 and still no go. Just wondering if the neanderthal culture I built early on is affecting this situation.
Have you already reached your limit of hunters?
 
Yeah, should we let human units upgrade into neanderthal units? I'm ok with it either way. It's a funky drawback to the otherwise powerful neanderthal culture, that you cannot upgrade your human units before ancient era units are unlocked.

Perhaps the drawback should rather be that neanderthal units cannot upgrade to human units. Turn it upside down so to speak? (neanderthal units can't currently upgrade to human units.)

Or should we allow you to train both unit types? This will cause there to be a lot of units in the city build list.
We discussed this already but my opinion is that neanders should upgrade to neanders until you don't have access to neanderthal units at all at which time they should be able to upgrade to human comparables.

Humans should always be available and upgradeable unless you are playing the player neanderthal civ or are the NPC neanderthal player. The player neanderthal civ should gain the ability to train ANY human units only after sedentary lifestyle or possibly at tribalism. Then it should have the choice of either but there's a limit to how far neanderthal units can be upgraded to and from there they should upgrade to human ones in the next stage.

The NPC player should only ever be able to train neanderthals.

The Barbarian and other NPC players should never be able to spawn or train Neanderthals.

This is all quite difficult to set up properly. Eventually it would be nice if we get the art to vary between them both in models/skins and buttons.
 
Humans should always be available and upgradeable unless you are playing the player neanderthal civ or are the NPC neanderthal player.
So you would prefer that a player that has built the neanderthal culture can both train Brute and Neanderthal Brute. This will mean that the unit list in cities will be almost twice as long with a lot of similar units where the neanderthal version is always better than the human version. This is basically how it was before one of my latest commits.

Right now it is so that when you build the neander culture, the human tracker is forced obsoleted due to the existence of a neanderthal tracker, a human scout can then not upgrade into a human tracker because it is an obsolete unit, so it is stuck until it can upgrade to Guide or Ranger.

I would prefer it if the human scout could upgrade to Neanderthal tracker, and the neanderthal tracker cannot upgrade to human Hunter, but the Neanderthal Hunter can upgrade into human Ranger. This is doable in xml while keeping the "force obsoleting" of the human equivalent of neanderthal units.
 
I have researched Hydroelectricity so I can build Hydro Dams on the map. Now I have the situation that a Water Mill is more productive than a Hydro Dam although it will become a Hydro Dam automatically after a while.

The data:
Water Mill: costs 60 gold and gives 4 :hammers: 3 :commerce: 1 :food: (becomes a Hydro Dam in 82 turns)
Hydro Dam: costs 242 gold and gives 4 :hammers: 3 :commerce: 0 :food:

I think the Hydro Dam should be more productive, e.g. 6 :hammers: 3 :commerce: 0 :food: or 5 :hammers: 3 :commerce: 1 :food: .
 
v. 9963.

At loading screen:
XML Error #1
Tag: BUILDINGCLASS_CAVE in Info class was incorrect. Current XML file is: modules\My_Mods\Burial_Traditions\Caves_CIV4BuildingInfos.xml
XML Error #2
Tag: BUILDINGCLASS_CAVE_EFFECT in Info class was incorrect. Current XML file is: modules\My_Mods\Burial_Traditions\Caves_CIV4BuildingInfos.xml
XML Error #3 (yes, it is same as #2)
Tag: BUILDINGCLASS_CAVE_EFFECT in Info class was incorrect. Current XML file is: modules\My_Mods\Burial_Traditions\Caves_CIV4BuildingInfos.xml

And it also broke my save game from 995x. I don't remember exact version. Savegame loads normally, but after recalculating modifiers I get income +260000 per turn. Also several mine and AI cities got their buildings removed from active and were placed to the list of possible to build buildings. And in that list I have a building name, normal description and text: "built in xxxxx BC".
I'll start a new game.

Also, in this version and in several versions before this, I have a bug with Great Wonder counter. After transition to Ancient era, several Prehistoric era GW become obsolete. And GW counter in city should be decreased by number of obsolete GW. Bug is that counter is not decreased, but reset to 0. While I still have Ikhanda (does not become obsolete), for example.
 
v. 9963.

At loading screen:
XML Error #1
Tag: BUILDINGCLASS_CAVE in Info class was incorrect. Current XML file is: modules\My_Mods\Burial_Traditions\Caves_CIV4BuildingInfos.xml
XML Error #2
Tag: BUILDINGCLASS_CAVE_EFFECT in Info class was incorrect. Current XML file is: modules\My_Mods\Burial_Traditions\Caves_CIV4BuildingInfos.xml
XML Error #3 (yes, it is same as #2)
Tag: BUILDINGCLASS_CAVE_EFFECT in Info class was incorrect. Current XML file is: modules\My_Mods\Burial_Traditions\Caves_CIV4BuildingInfos.xml
The message should be telling you that it is OK. That building is not used anywhere so I got rid of it. It should not break saves just remove the instances of the building from the game. I did test it and that was what I got.

If not then I am afraid you will have to wait at least 10hrs as it is 1am here and I have a doctor appointment at 8am, so I need some sleep.
 
Mostly that specific offer seemed way over the top. If I try to sell such a worker to the greek, they offer only 650.
You do realize that the Elephant worker is one of the Top workers early game. It can do more "jobs" than lower level workers. Therefore it is valued higher.
 
You do realize that the Elephant worker is one of the Top workers early game. It can do more "jobs" than lower level workers. Therefore it is valued higher.
I compared it to an elephant worker.
While on topic, what kind of of jobs it can do that others can't? I know mule and llamas can place paths on mountains, making them partly workable.


There seem to be a bug with the pathing, for some reason. I cannot get my unit slave to move to certain tiles, as seen in the SS. The mounted infantry can move without an issue.
A save is attached.
Spoiler :
upload_2018-3-7_18-32-53.png
 

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Probably there is an animal or another hidden unit at this spot.
It's a number of spots, and moving my other unit into them do not engage in combat.
After moving the unit in, moving the slave was possible. However, in the initial movement, the group was broken up as if combat was initiated. No combat was initiated, however.

In either case (there being an invisible unit there, or not) it's a bug as slaves shouldn't be able to scout like that.
 
There seem to be a bug with the pathing, for some reason. I cannot get my unit slave to move to certain tiles, as seen in the SS. The mounted infantry can move without an issue.
The slave is probably set to be unable to reveal unrevealed parts of the map. I'm guessing you cannot move him:
SW ▬ E ▬ NE
But that you can move him in all the other directions.
 
The slave is probably set to be unable to reveal unrevealed parts of the map. I'm guessing you cannot move him:
SW ▬ E ▬ NE
But that you can move him in all the other directions.
That was about the case. Seemed more like a bug than an intended feature.
 
I guess sufficiently unclear/unintuitive feature is indistinguishable from bug :p
 
While on topic, what kind of of jobs it can do that others can't? I know mule and llamas can place paths on mountains, making them partly workable.
Get a regular worker, a dog worker, and an elephant worker and compare their hover overs. There is a difference. But then again maybe the hover overs are no longer correct? Who knows?

Or look them up in the UnitInfos file and compare what they can do. I don't have it memorized. :P
 
While on topic, what kind of of jobs it can do that others can't? I know mule and llamas can place paths on mountains, making them partly workable.
There are may be a few jobs that the Elephant Worker can do that the Animal Worker can't but mainly they do all jobs quicker and some jobs much quicker.

Note all workers should be able to get into the mountains and build trails before you have the Mountaineering tech if lead by a unit with the mountaineering promotion.

One thing we wanted to do but was put in the "too hard" basked for now, was to let many units enter mountains before Mountaineering if there was a trail. To simulate Hannibal's crossing the Alps. Some units would not be able to enter the mountains without a better path eg wheeled might require paved roads to traverse a mountain range.
 
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