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

In case of the Hunting Instruction we already had this a few times and @Dancing Hoskuld was against all changes.
Was, may not be now.

  • I would make the Hunting Instruction additionally providing something like +20% production towards Hunters.
I had already come to that conclusion also. Though thinking of 10%. Not sure what to do about Sea Hunters, still working on that idea.

  • The Promotion is important so it should be given by the tech Perisistence Hunting to all newly trained hunters even if you don't have that building.
Possible, but

  • The Hunting Instruction would still give the promotion to already existing Hunters.
Already does this. If you put unit in the city and end its turn there. It acts the same way as "equipment" does.
 
Building all +xp buildings is a serious investment in resources so shouldn't be done in every city as that is a waste of hammers. I only assign one city for military unit building in the first half of the game, possibly 2 or 3 in the later game.
However, Hunting Instructions is very important in the prehistoric when the AI only has 1 or 2 cities, and later in the game the cost of Hunting Instructions is fairly trivial. So it is a good idea to make Hunting Instructions a very high priority for the AI overall..
 
Sorry - I gave up in mid post trying to understand it. The English was too hard to follow on that one.

But trying a bit harder, I think I'm getting what you're pointing at and I have to answer that I don't know how we would achieve that effect without a lot of slowdown in AI processing. It's possible we could do something at game load that would cache this kind of value of what buildings a building unlocks by prerequisites, and I'm pretty sure that there is SOME added value from that already somewhere - I know it is implemented in civic evaluations so Koshling was capable. But I haven't really dug into the overall generic 'let's figure out the value of all the buildings and see which one comes up as best to build right now' function that deeply to know how effectively it looks at the value of the buildings being unlocked by a building. I only suspect it's either missing or weak due to what I've seen in AI behavior. And from what I've seen from where this kind of thinking is applied to techs and civics, it's a time costly process. So ... it might be improvable.

Project # 800243
Then static boost to value of buildings, that are prereqs for other buildings would be nice.
 
Building all +xp buildings is a serious investment in resources so shouldn't be done in every city as that is a waste of hammers. I only assign one city for military unit building in the first half of the game, possibly 2 or 3 in the later game.
However, Hunting Instructions is very important in the prehistoric when the AI only has 1 or 2 cities, and later in the game the cost of Hunting Instructions is fairly trivial. So it is a good idea to make Hunting Instructions a very high priority for the AI overall..
This is where the Flavor tag comes in useful. Pity it is sort of for traits and not "city focus". We have talked about "city focus" before but mainly to do with the population specialists.
 
This is where the Flavor tag comes in useful. Pity it is sort of for traits and not "city focus". We have talked about "city focus" before but mainly to do with the population specialists.
Flavor is used only in 30 out of 175 civics by the way.
 
I found out the hard way Rapa Nui, despite being able to be built prior to Sed. Lifestyle, cannot actually build improvements until after Sed. Lifestyle, despite being advertised as being able to.
 
1. Workers are again not working the fields, i have a thief there, but i have extra invisible on and concealment so it should NOT hinder them going out and building stuff, IMPO . . (pic 1)

2. The tapir (subdued) has no culture to be given for trading them in?? (pic 2)

3. The nile monitor should be upgrade to the next "flag" up because that animal ALWAYs attacks units next to it, and all the other (bambi flag) units dont . .(pic 3) .
 

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I'm playing SVN 10015 and when I come in contact with animals or in the case of this saved game, a wander, the flag changes to mine. I had another game going and the animal flags where changing to mine. So I cleared the cache and started this game and the Neanderthal Wander's flag changed to mine.
 

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I'm playing SVN 10015 and when I come in contact with animals or in the case of this saved game, a wander, the flag changes to mine. I had another game going and the animal flags where changing to mine. So I cleared the cache and started this game and the Neanderthal Wander's flag changed to mine.
Did you start this game with any version Before 10012?

If so and you updated your game to 10015, then it is now corrupt. SVN 10012 was a Save game breaking commit. Done to clean up some problems that had to be addressed.

If started after with 10012 or later then yes we have a problem. Although in both my games started After 10012 I do not have your problem.

New Problem, Giant Rhino has either an overflow problem or a display problem. Needs 49,941,481 turns to build any of these 4 buildings: Master Hunter, Military Standard, Myth Elasmotherium, Myth Unicorn.

See screen shot below.
 

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New Problem, Giant Rhino has either an overflow problem or a display problem. Needs 49,941,481 turns to build any of these 4 buildings: Master Hunter, Military Standard, Myth Elasmotherium, Myth Unicorn.

See screen shot below.

@Thunderbrd this one is related to your fix on building cost overflow, which was caused by rounding error fix.
Special buildings have cost of -1 hammer.
But all production costs were clamped between 1 :hammers: and 2 billion :hammers:.

Maybe bit of code, that would see xml defined cost of -1:hammers: (special buildings cost) and act accordingly, would be needed.

Joseph, do you get these special buildings built on same turn?
 
@Thunderbrd this one is related to your fix on building cost overflow, which was caused by rounding error fix.
Special buildings have cost of -1 hammer.
But all production costs were clamped between 1 :hammers: and 2 billion :hammers:.

Maybe bit of code, that would see xml defined cost of -1:hammers: (special buildings cost) and act accordingly, would be needed.

Joseph, do you get these special buildings built on same turn?

Yes I got the Master Hunter to build same turn when I clicked on it. Was just coming back to edit my previous post by the way.
 
I'm playing SVN 10015 and when I come in contact with animals or in the case of this saved game, a wander, the flag changes to mine. I had another game going and the animal flags where changing to mine. So I cleared the cache and started this game and the Neanderthal Wander's flag changed to mine.

I think I had this routinely before when I had one of the graphics settings set to low. Setting them to medium resolved it. I found the post that had pointed me in the right direction:
https://forums.civfanatics.com/thre...tack-my-units-and-citys.609499/#post-14637661
 
What a crappy time to not a check the forums for a bit of time...


I fear we have a huge problem here.

@Raledon made an mistake in his code that means every game played from the svn rev in which he added his code to register missions up to 10009 is broken.

The mistake was here
Code:
int enumByName::add(std::string name, int value) {//add element and return its value. returns 1 on success and -1 on failure.
    std::pair<std::string, int> pair(name, count);
    bool tryAdd = map.insert(pair).second;
    if (tryAdd) {
        return 1;
    }
    return -1;
}
Instead of using the parameter 'int value' as index the field count is used here 'pair(name, count);'.

That gave NO_MISSION and MISSION_MOVE_TO the same index 0. But NO_MISSION has to be -1.

@Thunderbrd

This could have caused some of the issues you have been fighting recently as well.

Thanks for the catch, my bad! Kind of slipped past me, as everything seemed to work correctly when I checked.

SVN 9927: Refactored the XML's unit mission handling to be consistent with other similar methods.
XML's missions that do not appear on the CvEnums.h file should work regardless of position as they used to (untested).

Ouch!
The untested was to the second line, not the first.
You are welcome to stop with that, next time I will simply not comment about possible features that I might have enabled but not know how to check.
It might cause cause extra work down the road, but atleast kill such misunderstandings.

Ah... I see. So this is something that is now completely gone. And we're left with a scar of disfunction basically. Nice.

Don't worry @Raledon... worse mistakes have been made. I know it sounds bad. And it kinda is but we're forgiving. Don't let it stop you from contributing ;)

@alberts2 I'm not sure I like the idea of purposefully breaking compatibility intentionally. If a player never played/saved during those updates then the game shouldn't be corrupted by it.

Maybe if we have a lot of reports like this.

Bugs happen. Can't avoid them, only fix them. (I trust alberts' fix to have been done well)
I'm not sure why it breaks saves, though. How/why was it required?
 
Thanks for the catch, my bad! Kind of slipped past me, as everything seemed to work correctly when I checked.

Nobody noticed it really but it could have caused some of the issues @Thunderbrd was dealing with in the last weeks.

Bugs happen. Can't avoid them, only fix them. (I trust alberts' fix to have been done well)
I'm not sure why it breaks saves, though. How/why was it required?

Some odd issues popped up after I made some changes and while I was checking if I didn't break something noticed that error in your code which I removed before. After checking that those issues don't happen in new games I choose to break the save compatibility because that litte error caused some really odd issues and we would have spend lots of time debugging them but the issues that caused them would have been fixed already.

Don't worry we already had lots and lots of errors in the past of C2C.
 
I think I had this routinely before when I had one of the graphics settings set to low. Setting them to medium resolved it. I found the post that had pointed me in the right direction:
https://forums.civfanatics.com/threads/animals-are-not-showed-as-barbarians-and-don´t-attack-my-units-and-citys.609499/#post-14637661

Can confirm, this happens to me as well, particularly on low settings which is used to lower memory fragmentation.

Changing to medium worked. Thanks.
 
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