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

Well, after some hours of research I can confirm that the broker calls are being made properly. For whatever reason, the units called aren't being trained. That's the part I'm at a loss on. I've reverted the changes in the brokerage codes back as far as I last KNEW them to be working. Buildings just keep taking priority no matter what and I'm really not sure how the units are supposed to get injected into the build queue. I'm somewhat again up against the multi-threading confusion here. I've got a few more things I think I can research but I'm out of time for today as well.
 
Buildings should be a bit slower than tech; it means that you will have to make hard choices on what to build and what not.
Says someone, who can quickly destroy Nightmare AI even if it is healthy.
Also relatively faster unit/building construction is good for AI anyway.

Anyway how are you maximizing production?
Especially in freshly placed cities.

I still remember when someone failed to get furniture/dye factory on time or didn't have cars in Modern era or computers in Nanotech era.
Manufactured resource shortages interfered with property control infrastructure.
 
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Buildings should be a bit slower than tech; it means that you will have to make hard choices on what to build and what not.

Are you already using that option that makes buildings, training and worker actions a bit more expensive? If not then try it, it considerably makes it harder to build everything that is available.
 
I am absolutely with Raxo here. I have doubled the building speed by changing globaldefines.xml (not the unit training speed!) and I still have plenty of choices what to do and never have empty build queues.
Downscaled production costs option will be implemented later after this whole mess with AI gets cleaned.

I wonder how big proportion of players will be using this option.
 
Buildings should be a bit slower than tech; it means that you will have to make hard choices on what to build and what not.
I disagree with this. On Noble in the Classic era and I will need 20 turns to build all the prehistoric buildings left to build. Then there are all the ancient ones I have not got yet. There is plenty of buildings to build so no chance of building anywhere near all of them anyway.
 
I disagree with this. On Noble in the Classic era and I will need 20 turns to build all the prehistoric buildings left to build. Then there are all the ancient ones I have not got yet. There is plenty of buildings to build so no chance of building anywhere near all of them anyway.
I think he made spreadsheet or build list, that maximizes productivity in minimal amount of turns and he micromanages city terrain infrastructure to maximize productivity from terrain :p
Also he may micromanage specialists too.
Then he may use productivity -> gold converters to buy techs from AI.
As for property control he probably prefers units over buildings.

There is Upscaled production costs for reason. It would bring experience closer to old Normal/Noble/Standard.
Downscaled production costs would bring experience closer to old Eternity/Gigantic/Nightmare, when it comes to building/tech cost modifier proportions.
 
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@Snofru1 do me a favor. Could you replace that band of terrain where barbarians spawn from to the cis-lunar terrain and see how it does?
It doesn't matter what space terrain is here.
All what matters is ice bordering space terrain, that is barbarian city will spawn at ice feature no matter where it was placed.
Mountains should be placed here. Or ocean without ice.

If you place ice feature on ocean at dunes or salt flats without any other source fresh water, then barbarian city will spawn here eventually.
 
It doesn't matter what space terrain is here.
All what matters is ice bordering space terrain, that is barbarian city will spawn at ice feature no matter where it was placed.
Mountains should be placed here. Or ocean without ice.

If you place ice feature on ocean at dunes or salt flats without any other source fresh water, then barbarian city will spawn here eventually.

Thanks for clarifying that, I'll upload a new version later today with ice removed.
 
Well, after some hours of research I can confirm that the broker calls are being made properly. For whatever reason, the units called aren't being trained. That's the part I'm at a loss on. I've reverted the changes in the brokerage codes back as far as I last KNEW them to be working. Buildings just keep taking priority no matter what and I'm really not sure how the units are supposed to get injected into the build queue. I'm somewhat again up against the multi-threading confusion here. I've got a few more things I think I can research but I'm out of time for today as well.

T-brd did alberts2 not say he had disabled or removed multi-threading?
EDIT:
alberts2 wrote:
9966
  • Made additional changes to CvSelectionGroup::findNewLeader and the way it is used to fix a possibe issue that coverted multiple units of a stack to UNITAI_ATTACK_CITY
  • Readded the code to choose any unit that can attack as new leader in case there is no other UNITAI_ATTACK_CITY in a city attack stack so as to keep the stack's intent to CvSelectionGroup::findNewLeader
  • Subdued Animals now also try to join a Hunter Escort if they move unescorted
  • Made changes to CvUnitAI::AI_selectStatus to fix situations where units overvalued the NegatesInvisibilityTypes tag
  • Removed the Multi-Threaded Spawning system
  • Removed some unused code
  • Various small performance improvements
  • Fixed an coding error in CvUnit::getDistanceAttackCommunicability
  • Fixed an coding error in CvPlayerAI::AI_unitValue
  • Various small c++ coding style enhancements

Different Multi-threading? Or related to all Multi-threading that koshling added to the Mod? Just trying to understand.
 
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Buildings should be a bit slower than tech; it means that you will have to make hard choices on what to build and what not.
Chasers I also skip because trackers come quickly after and are much stronger; the higher base strength (2) means they benefit much more from promotions, and chasers have no chance at all when attacked by non-animals.
Chasers are basically for the longest game speeds. Otherwise they are basically too short lived by the tech tree placement of them.

I also disagree with your assessment of building vs tech.
 
@Toffer90
There are two bugs in python,
Traceback (most recent call last):

File "C2C_Terra", line 115, in normalizeAddExtras

NameError: global name 'balancer' is not defined
ERR: Python function normalizeAddExtras failed, module C2C_Terra

Traceback (most recent call last):
File "BugEventManager", line 360, in _handleDefaultEvent
File "CvEventManager", line 1978, in onTechAcquired
RuntimeError: unidentifiable C++ exception

First one happens when generating Terra map with balanced resources, and other happens when generating map on Nightmare (and other harder handicaps).
This bug also causes endless waiting for other civilizations.

By the way World map scrpt generates map very slowly compared to other map scripts.
 
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Not even then as they die to pretty much anything predatorial. Might as well use those hammers on a building or two while you beeline for trackers.
Yeah a long time ago I argued that where they come into the game in relation to trackers was not good. And why not just remove them Or make them the unit you get instead of Wanderers at Nomadic Lifestyle. Nothing became of it. Imho the mod could lose them and no one would care.
 
Wanderers are unlocked on Nomadic Lifestyle (X=1).
They can be upgraded to Scouts on Tracking (X=5) or Chasers on Persistence Hunting (X=4).
Chasers can be upgraded to Trackers on Tracking (X=5), without unlimited national units option you can have only 5 trackers at once.
If you go over limit, then you can train Chasers only.
Trackers upgrade to Hunter on Hunting Tactics (X = 13), column before Tribalism. You can have max 5 hunters without unlimited national units option.

Basically Chasers are buffer for Trackers and Hunters, that can be used as pest control within your borders.
You can have 5 Trackers or any other hunting units, but Chasers are unlimited.

But if you have master hunting units, cultural hunting units and WW Neanderthal hunting units running, then chasers are useless.
 
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@Toffer90
There are two bugs in python,
Traceback (most recent call last):

File "C2C_Terra", line 115, in normalizeAddExtras

NameError: global name 'balancer' is not defined
ERR: Python function normalizeAddExtras failed, module C2C_Terra
I'll look into it.
Traceback (most recent call last):
File "BugEventManager", line 360, in _handleDefaultEvent
File "CvEventManager", line 1978, in onTechAcquired
RuntimeError: unidentifiable C++ exception
Was a bug in PPOI that started triggering after handicaps started giving out Gathering Tech for free again. The bug is tied to the free gatherer a player gets from the gathering tech, and that there are some strange data values at the beginning of turn 0 that the code did not account for.
It's fixed in latest PPOI that I uploaded yesterday.
By the way World map scrpt generates map very slowly compared to other map scripts.
It should in most cases be slightly faster than the Perfect Mongoose Mapscript which was the mapscript I based the World mapscript on.

Both of these mapscripts are incredibly more complex than any of the other mapscripts, so long generation times are hard to avoid.
 
@Toffer90By the way World map scrpt generates map very slowly compared to other map scripts.

I'll look into it.
Was a bug in PPOI that started triggering after handicaps started giving out Gathering Tech for free again. The bug is tied to the free gatherer a player gets from the gathering tech, and that there are some strange data values at the beginning of turn 0 that the code did not account for.
It's fixed in latest PPOI that I uploaded yesterday.
It should in most cases be slightly faster than the Perfect Mongoose Mapscript which was the mapscript I based the World mapscript on.

Both of these mapscripts are incredibly more complex than any of the other mapscripts, so long generation times are hard to avoid.

World is a lot fast for me to generate compared to PerfectWorld_v2 or Mongoose.
 
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