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

Too bad, I've never seen the end game stuff yet. Back to the beginning, I guess.

The number of AIs is related to the graphics memory running out?
Yes, and map size too especially Earth part size.
Also less RAM is used with smaller maps too.
Game with 5 AIs has around 2x shorter turn times than with 10 AIs if amount of cities per AI isn't changed.
If you want to play to end as quick as possible try my spacemap without AI.
Kations space maps are good too.
You wont get late game toys on generated maps.
 
Where does the challenge come from, if there are no AI opposing you? Play out of the joy of space exploration and colonization?
Yes, also Nightmare handicap is good property control challenge too.
 
The Baloon Festival is too expensive for its time frame. Even in the late information era it is still the most expensive building on the list.
@Thunderbrd
Its clear recosting bug - prices of buildings depend on most costly tech requirement.
Sometimes he could mistakenly take obsolete tech for recosting.

Balloon Festival (normal building) costs 4315.
Its only unlock tech is Tourism (X81).
According to this table building should cost 1410.
 
For most of these I think we'd need to see the save. Someone with more patience for looking into this than I have at the moment will have to step forward on these.
For Tea, is easy to reproduce.
Cuisine Tech reveals Tea. The game consider building a Plantation will provide you tea, but it will not unless you have Spices Trade Tech. I dont know if the bug is the fact you can have this ressource only with Spice Trade or the fact Plantation says it will give you the ressource
For the another ne, I dont have a good save state for that :/

Anioher bugs :
Engineering say it will allow Terroform Muddy to upgrad eto Lighthouse(Great Barrier Reef)....
Literature make Rock Art/Lascaux Cave Effect obsolete AND give -1 sceince and Culture to it
 
For Tea, is easy to reproduce.
Cuisine Tech reveals Tea. The game consider building a Plantation will provide you tea, but it will not unless you have Spices Trade Tech. I dont know if the bug is the fact you can have this ressource only with Spice Trade or the fact Plantation says it will give you the ressource
Tea is revealed at Cuisine (TechReveal) and made available for cities and trade (TechCityTrade) at Spice Trade. There are known problems with the hover over indicating what improvement is needed to provide it.

Plant Gatherer and upgrades eg Plantation provide it as do Forts and above.

The Lumberjack and upgrades provide it because those improvements may cause the discovery of it on the plot. This is not a feature I like.

Therefore you need the trade tech and one of the improvements to get it.

As far as I can see it is all working as currently expected with the known problem with the hover over taken into account.

As far as the intent was concerned who knows. Perhaps it is just as with the case with copper it is revealed much earlier so that you can place your cities better. I think that there was discussion about the need for a period of time when any resource was available only locally, ie in the nation, before it could become available for trade to foreigners. A feature available in Civ III but lost when they simplified things for Civ IV.

Literature make Rock Art/Lascaux Cave Effect obsolete AND give -1 sceince and Culture to it
Yes we may need to put back a number of these "duplications" so that the AI "knows" what the player does.
 
For Tea, is easy to reproduce.
Cuisine Tech reveals Tea. The game consider building a Plantation will provide you tea, but it will not unless you have Spices Trade Tech. I dont know if the bug is the fact you can have this ressource only with Spice Trade or the fact Plantation says it will give you the ressource
I followed what DH said but this doesn't sound bugged in the least. Just because the hover on the plot is telling you that you'll need a particular improvement to collect a resource doesn't mean the nation can use it once you're able to collect it. You must also have the tech that enables it to be 'traded' to be able to have it show up in your accessed resource list. That tech CAN be later than the tech that is required for the improvement that taps the resource. This might be a little confusing for a player and perhaps begs for a set of design rules that suggest that no resource should be tradeable upon a tech that comes later than the tech that allows the construction of the first available accessing improvement, but it's not bugged technically and is a legal design setup.

The Lumberjack and upgrades provide it because those improvements may cause the discovery of it on the plot. This is not a feature I like.
I don't know if lumberjacks access tea, but they DO access hemp and apples and lacquer because one can collect the benefits of these resources in different ways. For hemp you have industrial hemp or weed (marijuana). If you're primarily accessing for industrial use, you should be accessing it with a lumberjack and raking in production from the plot. If you're primarily accessing for recreational/medicinal use, then it should be the plant collector method and be getting more gold than production out of it. Apple trees are incredible building products with great wood properties. That's not the best way to get food and gold out of them so you can either lumberjack apple resources or plantation them, again, production vs food/commerce. Lacquer comes from tree sap from trees that can also be harvested for production materials, including the lacquer itself if routed to state use(production), vs sales of the lacquer for mostly private citizen usage(commerce).

This is what this is about... nothing to do with the potential to reveal.
 
I don't know if lumberjacks access tea...
I went through the XML before I posted my response. BtW Apple needs Orchard not Plantation. In general Orchard is for food plants while Plantation is for commerce plants. Wine/grapes are special. This is why there is a Fruit Gatherer and a Plant Gatherer improvement also. The Plant Gatherer also allows access to Tea btw.

... perhaps begs for a set of design rules that suggest that no resource should be tradeable upon a tech that comes later than the tech that allows the construction of the first available accessing improvement..
No. Just no. There are lots of bonuses that should be possible to improve before they can be used in a city or traded. Most metals were used in jewellery long befoer they could be worked into tools or other goods. It is also extensively used in building requirements.
 
I went through the XML before I posted my response. BtW Apple needs Orchard not Plantation. In general Orchard is for food plants while Plantation is for commerce plants. Wine/grapes are special. This is why there is a Fruit Gatherer and a Plant Gatherer improvement also. The Plant Gatherer also allows access to Tea btw.
All very good bits of general info. I appreciate it, even if I may not come to recall it all.

No. Just no. There are lots of bonuses that should be possible to improve before they can be used in a city or traded. Most metals were used in jewellery long befoer they could be worked into tools or other goods. It is also extensively used in building requirements.
I agree with you wholeheartedly. I threw that out there to see if the argument could be made better than I could and you answered that call admirably.
 
I manage to reproduce the problem with Stone Tool Builder. You need 1/ Useable mountain option 2/ To be able to build Work Mule / Work Llama 3/ Not have the Mountainering Tech. If you automate your builder, he will build a Stone Tool Workshop on a Peak with a Metal Ore on it. The, it will try to upgrade if my city work it. But I don't have any upgrade available for this, so the upgrade will fail.

________
And a little CTD (SVN 10057)
Look like during an AI turn
 

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I manage to reproduce the problem with Stone Tool Builder. You need 1/ Useable mountain option 2/ To be able to build Work Mule / Work Llama 3/ Not have the Mountainering Tech. If you automate your builder, he will build a Stone Tool Workshop on a Peak with a Metal Ore on it. The, it will try to upgrade if my city work it. But I don't have any upgrade available for this, so the upgrade will fail.

________
And a little CTD (SVN 10057)
Look like during an AI turn
The only available upgrade would be a Mountain Mine, which comes available later than normal mines. So how is it a bug that the upgrade fails? As soon as the Mountain mine becomes available, a quick reset to that plot will use all the built up time to upgrade and you'll have the Mountain Mine in one round.
 
It's a bug because the Stone Tool Builder try to upgrade. he should not try at all, just like Farm until Vertical Farming
It's working as designed. Because the improvement can normally work to upgrade to a mine on most plots, the trigger to start building to an upgrade happens then. It was complicated to setup and some situations required this loophole. Trust me... it's working as intended.
 
I am getting quite a lot CTDs with my current game, usually when I just scroll the map. They are not reproducible but maybe the MiniDump can give a hint for someone who can read it...
I think I can look into that still if you're on the latest assets which I think you are. Might be a day or two tho.
 
I think I can look into that still if you're on the latest assets which I think you are. Might be a day or two tho.
Yes, current SVN on the Alien Solar Map v. 1, with PPIO and Raxo´s No Lattidude and Longitude Limitations modmods.

Added: New MiniDump
 

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After the current SVN changes by Raxo I get this error at starting C2C. This is non-critical as the game starts anyway.

error.JPG
 
After the current SVN changes by Raxo I get this error at starting C2C. This is non-critical as the game starts anyway.

View attachment 494725
Weird, I didn't get this error when I was testing my changes.
@Thunderbrd What error like this means?
Didn't you said somewhere that XML checker is bit blind?
I commented out all sections, that mentioned this terrain, as it was unused.

I completely disabled cache in civ4 ini, maybe thats why I didn't got such errors?
 
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