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

Bug options are only stored in the ini files inside the UserSettings folder. Loading a save does not change the configuration of someones bug options.
If you delete your UserSettings folder and then load any save, your bug option will be set to default values, doesn't matter what bug options were in use when the save was made.
Huh... I would've sworn that when someone's using terrain damage, it's on if I load their game, but off, as per normal, when playing my own.
 
Huh... I would've sworn that when someone's using terrain damage, it's on if I load their game, but off, as per normal, when playing my own.
Perhaps one or two bug options are stored in saves...? I at least know that most of them are not.
There are a couple of bug options that have some python to dll interaction code.
 
would u guys prefer that stuff on the dll and saved with saves? might make sense so dll doesn't have to call python to get.
maybe screw up init doin that? idk
 
I might try to work on that further but I suspect it'd take a good number of months to get it completely right. I know some things are wrong but I don't know why.
Unit Cargo Volume of a Galleon is zero. If it was a bit bulkier, Cutthroats would pick them up and run with them less often ;).
 
Unit Cargo Volume of a Galleon is zero. If it was a bit bulkier, Cutthroats would pick them up and run with them less often ;).
Interesting... it shouldn't be possible for them to transport anything that isn't a captive in the first place.
 
I'm receiving bonuses to science from "TD and/or WFL" despite the fact that I'm very clearly in first place at present, and am researching a technology which no one else can possibly have learnt yet (I just reached Sedentary Lifestyle and got the free tech from it, so no one else can possibly be more than about 3 turns into researching community at most). Save attached.
 

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I'm receiving bonuses to science from "TD and/or WFL" despite the fact that I'm very clearly in first place at present, and am researching a technology which no one else can possibly have learnt yet (I just reached Sedentary Lifestyle and got the free tech from it, so no one else can possibly be more than about 3 turns into researching community at most). Save attached.
WFL doesn't care about that. If you're using WFL and you have less population OR less cities than the leader in those 2 categories, you'll get a bonus. If you'd prefer not to, use no tech handicaps for humans.
 
WFL doesn't care about that. If you're using WFL and you have less population OR less cities than the leader in those 2 categories, you'll get a bonus. If you'd prefer not to, use no tech handicaps for humans.

Ah, I see. Ok, just as long as it's working as intended.
 
Is the phenomenon of misleading combat odds a known issue? I was starting to get suspicious of the results I was seeing, so I ran a bunch of damaged units into an enemy city to test, and after losing a bunch of low-probability attacks as expected, I had a run of 25 consecutive attacks where the game claimed I had a >60% chance to win/survive, all of which I lost (including 5 that supposedly had a 97% chance of success) - that shouldn't happen more than one in 3 quadrillion times. On closer inspection the odds shown were for attacking one unit, but the unit that actually defended (and won) was of a different type. These were regular military unit types (e.g. heavy axeman) jumping in to defend, not anything you'd expect to have stealth. Is the odds display limited in how many potential defenders it will consider?
 
I am using SVN 10564.
There seems to be Research Overflow for my capital city:
It currently produces 235078.46 research points. When I hover my mouse over Dream Visualizer building, which among other things gives +20% research, the actual effects are calculated as: -425589.52 research points. When I actually complete the turn and the Dream Visualizer building is built, the research for the city is reported as 0, and total research is reduced by ~230000. The same things happens when I select a new trait or change civic that results in slightly more commerce / research, it overflows and goes to 0 for the capital city.
I am sure same thing would apply for other cities as well once the get close to this apparent threshold. I thought the limit for those things was around 4 billion (i.e. Int32).
 

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  • 2019-05-02 16_35_11-Civ IV_ Beyond The Sword.jpg
    2019-05-02 16_35_11-Civ IV_ Beyond The Sword.jpg
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I am using SVN 10564.
There seems to be Research Overflow for my capital city:
It currently produces 235078.46 research points. When I hover my mouse over Dream Visualizer building, which among other things gives +20% research, the actual effects are calculated as: -425589.52 research points. When I actually complete the turn and the Dream Visualizer building is built, the research for the city is reported as 0, and total research is reduced by ~230000. The same things happens when I select a new trait or change civic that results in slightly more commerce / research, it overflows and goes to 0 for the capital city.
I am sure same thing would apply for other cities as well once the get close to this apparent threshold. I thought the limit for those things was around 4 billion (i.e. Int32).
Upload save
 
Here it is (sorry it's an older game, so the mod folder is "C2C").
Looks like its actual overflow somewhere:
Max value is 2 147 483 648 - all stuff are signed ints (unsigned would be 2x more).
But civ4 is bit hacky - it divides those by 100.

So actual limit for this stuff is 21 474 836

I'm not sure why it overflows at lower value of ~210 000 research per turn...
Also you have ~10x research multiplier - buildings give over ~6x multiplier alone.

I should halve that multiplier just like I did with gold.
This should make game more balanced in regards of calendars, as you should be mid atomic era.

Spoiler :

Civ4BeyondSword 2019-05-02 17-28-01-62.jpg
Civ4BeyondSword 2019-05-02 17-12-24-16.jpg



I like how civics and traits are absolutely nothing when it comes to some yields.
This only shows that buildings are unrefined.
 
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@raxo2222
Thank you for looking into this! So, how can I fix it then? Or will there be a fix in the future SVN version? Is this something that can be tweaked in xml files? Or does it require actual code changes?
 
@raxo2222
Thank you for looking into this! So, how can I fix it then? Or will there be a fix in the future SVN version? Is this something that can be tweaked in xml files? Or does it require actual code changes?
It needs code changes - @Thunderbrd can search why it overflows at 100x lower value than it should overflow.

Looks like I delayed overflow (or even prevented it) here by halving building research modifiers.
Spoiler :

Civ4BeyondSword 2019-05-02 18-22-51-71.jpg



Will commit change soon.
 
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@raxo2222

As an aside - is someone working on balancing late game? I found that the post-atomic/information age game seems somewhat inferior to the way it should be. This includes:

- Civics: many newer Civics do not warrant switching to them, as they provide fewer benefits (Government, Military, Labor, Food, Education) You can see that I am for the most part stuck on older Civics in my savegame.
- Some newer buildings that replace older buildings provide less value (for example, if I recall correctly some newer building replacing Butcher's House ended up providing less food)
- Some newer techs obsolete a lot of stuff, but do not provide as much value.

I understand, of course, that it's not the case that newer should automatically mean better. But as I have played several late-era games I got a feeling that the later stuff is not as balanced compared with mid-game. So, perhaps you guys can look into this in the coming months.
 
@raxo2222

As an aside - is someone working on balancing late game? I found that the post-atomic/information age game seems somewhat inferior to the way it should be. This includes:

- Civics: many newer Civics do not warrant switching to them, as they provide fewer benefits (Government, Military, Labor, Food, Education) You can see that I am for the most part stuck on older Civics in my savegame.
- Some newer buildings that replace older buildings provide less value (for example, if I recall correctly some newer building replacing Butcher's House ended up providing less food)
- Some newer techs obsolete a lot of stuff, but do not provide as much value.

I understand, of course, that it's not the case that newer should automatically mean better. But as I have played several late-era games I got a feeling that the later stuff is not as balanced compared with mid-game. So, perhaps you guys can look into this in the coming months.
For civics I asked @pepper2000 to make Nanotech and later civics more powerful (while balanced with each other) than earlier civics with Information era civics being bridge in their categories.

I was fixing replacements, so they are comparable or better value.

As for techs I think stuff is spread out.

By the way I committed building research modifier nerf, which fixed overflow in your save too.

Also even middle eras aren't fully fleshed, like no electricity as property, volumetric resources and other such stuff.
 
By the way I committed building research modifier nerf, which fixed overflow in your save too.

Thank you for a quick fix. But shouldn't the tech costs be adjusted then? I mean if now the buildings provide half as little research, then it will take longer to research new techs unless their costs are adjusted as well?
 
Thank you for a quick fix. But shouldn't the tech costs be adjusted then? I mean if now the buildings provide half as little research, then it will take longer to research new techs unless their costs are adjusted as well?
There is no need, as players are usually too fast in relation to calendar.
Flat rate of research in buildings was unchanged, but modifiers (% things you can see in screenshots) were lowered.

You are two and half era too fast and you didn't even conquered third of map.
 
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