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

Found a strange bug. SVN rev. 9973.

When a unit has stay the hand status promotion active and tries to move to a plot with a defensive only animal, like a moose, then the unit loose its movement point and doesn't move to the plot where the moose is.
I am getting this with scouts without that promotion. Without the option that allows the promotion also.

edit not only are they loosing all movement points, they stay that way next turn and the next, unless you wake them up even if the plot is now empty.
 
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Yeah looked at the wrong thing. But is that the only thing you can comment on out that whole post? Something I did/said wrong again? I give up.
I could tell you what you should already know which is that I already have a plan for factory buildings and how to address how they all build up like that but it's part of a larger balance effort in the way these kinds of chains are designed and I've been trying to explain the plan in the research requests thread for about a month now.

The rest of what you said, I tend to somewhat agree, though not necessarily with the disease per population. I'm not sure how it is now because I haven't been looking. Something isn't quite right about it. Somehow it now starts higher than it should when the game begins. It should have exactly the same setup as crime values and for some reason, while it used to, it doesn't at the moment.

I wasn't trying to point out that you said something wrong, just trying to understand what you were saying. Before assuming I understood, I figured I should ask.
 
I am getting this with scouts without that promotion. Without the option that allows the promotion also.

edit not only are they loosing all movement points, they stay that way next turn and the next, unless you wake them up even if the plot is now empty.
I'm trying to sort it out but that is REALLY strange. I think the error is in 'continueMission'. But then I have to consider that something changed somehow that made this a problem and so far I'm not seeing how any of the changes made would've run any differently for this situation. It's a rather mysterious glitch.
 
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My Modern Era game (started pre v38 release) is nowhere near as bad as your posted spoiler game. I know how you managed to get it that bad. Seems you purposefully let it get out of control and just left it to feed on itself. Built every factory you could didnt you?

But Yes the later Eras from Industrial on are rife with unrestricted :yuck:. All the Modders that worked on the last Eras especially Hydro and Mr Azure continued to increase :yuck: by adding it to everything usually at +5 increments. Pepper2000 used their work as his template so he extended it unwittingly.

This "was" going to be one of my projects before the Floo hit the Fan. Factories "were" going to be the 1st to get revised. Now.....<shrug>....

Of course leaving Disease and Air and Water Pollution unchecked does not help either. Fix those and don't build every building that gives :yuck:. You don't Need treasuries like yours to play a viable game.

As I look at it more you purposefully did this to your self to be this bad in just the Modern Era. Maybe I should post a screen shot of my Modern Era game to contrast what can be done by keeping things in control and not let run amok? The contrast is Stark to say the least.

But realistically now how many players are going to get into the last eras? Before v38 it was possible to get into the Modern/Information eras and still have a viable game. Now who knows? I don't anymore.

But I Hope that leadership does not take your game as a basis for more wholesale changes. Yours is Not the typical game by any means.

I'll post a screenshot in a bit for contrast.

EDIT: Screenshot of largest city in my 35 city empire Modern Era. Stark and vivid contrast to your city Raledon. Night and day difference. And this is why I Hope that Leadership does Not take your word on how bad the game is in this regards. It will be a monstrous mistake if T-brd and Toffer run with your declaration.

But I will say this :yuck: per pop is set Too High.

I did take a look of disease and pollution into account. I knew I haven't handled them properly in that game, it was before you raised their values. That's why I wrote how much of an effect they brought out.
Do note that if our cities were of similar size, yours would be at 25 :yuck: or so.
The buildings In your city raise about 120 :yuck: less than mine (taking into account disease/pollution effects). I am curious how is your :hammers: higher than mine, as trying to max out :hammers: is the main purpose of my capital.
I agree with you that building everything might not be the best idea, though, and my playstyle should not represent others.
 
You can make this change if you wish. I'd back you on it. Do you know where the calculations are for that?
No idea, but I could look for the place.
Is the change in agreement with the rest of the team? I'd rather we argue about it before changing it (instead after seeing the change). It should make -food% required a lot less lucrative compared to the current implementation.
 
Boiks down to that defensive only units from different players cannot be on the same plot anymore like we've grown accustomed to.
Why?

If you are not at war or have a Right of Passage treaty (or better) this would be wrong. Another arbitrary change?
 
I did take a look of disease and pollution into account. I knew I haven't handled them properly in that game, it was before you raised their values. That's why I wrote how much of an effect they brought out.
Do note that if our cities were of similar size, yours would be at 25 :yuck: or so.
The buildings In your city raise about 120 :yuck: less than mine (taking into account disease/pollution effects). I am curious how is your :hammers: higher than mine, as trying to max out :hammers: is the main purpose of my capital.
I agree with you that building everything might not be the best idea, though, and my playstyle should not represent others.
You can not extrapolate that if our cities were same size they would have similar :yuck:.

One factor to consider is choice of Civics. I would imagine at this stage of the game play, Modern Era, that our Civic choices are very different. Another factor can be Game Options selected at game set up. 3rd would be Leaders and How you set up the usage for leader traits (Set up Options again). There can be other areas of divergence too.

The different ways of using these three(+) areas can create a wide range of effects. Something the current game situation for food, production, and research costs do not always take into account.

But T-brd has a Plan for factories. So sometime in the future it will be addressed.
 
Why?

If you are not at war or have a Right of Passage treaty (or better) this would be wrong. Another arbitrary change?
It is the unintended result of fixing another bug. It has to be fixed if you want recon units to have any use in the game. The bug stops scouts form moving into plots with non hostile animals, which means that very soon they can't move anywhere.
 
It is the unintended result of fixing another bug. It has to be fixed if you want recon units to have any use in the game. The bug stops scouts form moving into plots with non hostile animals, which means that very soon they can't move anywhere.
So a fix masks or creates another problem. I know someone here on the team said that was a bad design and idea.

So another reason to not even bother building scouts or it's chain.
 
Another arbitrary change?
Not an arbitrary change, an unintended bug. An accident that TB did not know about until I notified him.
So a fix masks or creates another problem. I know someone here on the team said that was a bad design and idea.
If one with intention mask a deeper problem, and especially if the mask in itself is another problem, then yeah that is bad design.
 
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New game on SVN 9974. Immortal difficulty, Epic speed, Huge map. I researched Tribalism and I'd like to build my first Tribe but it is not exactly cheap. It costs 60139 :hammers: and I would need 1626 Turns to build it.
Spoiler :

Civ4ScreenShot0000.JPG

 

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New game on SVN 9974. Immortal difficulty, Epic speed, Huge map. I researched Tribalism and I'd like to build my first Tribe but it is not exactly cheap. It costs 60139 :hammers: and I would need 1626 Turns to build it.
K. I'll fix that tonight.
It is the unintended result of fixing another bug. It has to be fixed if you want recon units to have any use in the game. The bug stops scouts form moving into plots with non hostile animals, which means that very soon they can't move anywhere.
Yeah, I should be able to fix it pretty easily since I've now isolated how and where it 'happens' I can now revert and check out how the processing differs in this case and can then design a way for the new to work like the old for this scenario. I figure I'll have it completed tonight.

So a fix masks or creates another problem. I know someone here on the team said that was a bad design and idea.

So another reason to not even bother building scouts or it's chain.
All movement rules are quite a complex labyrinth of processing. It's not unusual for a fix, in this case, to create a problem elsewhere. It would be humanly impossible to juggle all possible interactions in your mind as you work on things and nearly impossible to setup a test that checks all possibilities. This was somewhat expected that games in progress might find some other areas that need to adapt to some of the recent fixes.
 
I rarely use the scout anymore anyway. I do use the Guide and Explorer upon occasion. Today's change is...... famous saying from my former workplace.
 
Sometimes when defeating wild animals, the hunting kill/capture won't trigger. I attached a file that seems to reproduce the bug, select "tracker 1" and attack the onager.
 

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I counted 102 usages of the iRevolutionIndexModifier building tag. That tag doesn't exist the reading code is found in a comment made by Afforess in 2009.
Code:
pXML->GetOptionalChildXmlValByName(&m_iRevIdxLocal, L"iRevolutionIndexModifier");
However the reading code for the iRevIdxLocal tag suggests it is the same because it is read into the same m_iRevIdxLocal.
Code:
pXML->GetOptionalChildXmlValByName(&m_iRevIdxLocal, L"iRevIdxLocal");

Long time known bug. We should probably fix it.

Fixed and i removed this tag from the Schema files as well.
 
SVN 9975 hammer filter is broken:

upload_2018-3-12_22-1-19.png


I see a stick gatherer, rock gatherer, reed gatherer, grass gatherer, lichen gatherer, all of which give hammers.

But when I turn on the hammer filter I see nothing. The other filters seem to work as advertised.

upload_2018-3-12_22-4-11.png
 
just as in above; "normal" speed tribalism is at 278 turns ..
Current SVN Normal game speed is not 1000 turns any more. It is the same Number of turns as the Old Epic 2000 turns. You have noticed that right?

If you want tribalism to show up around when you would normally expect from the old "normal", then play Blitz. Blitz is the New "normal" game speed.

You have looked into the GameSpeedInfos file right? And into your NightMare Handicap file too? Much has changed.
 
SVN 9975 hammer filter is broken:

View attachment 490962

I see a stick gatherer, rock gatherer, reed gatherer, grass gatherer, lichen gatherer, all of which give hammers.

But when I turn on the hammer filter I see nothing. The other filters seem to work as advertised.

View attachment 490963
I have found that you 1st have to click the middle "castle" symbol on the right side, then click the Hammer symbol above to show the buildings
 
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