Single Player bugs and crashes v39 plus (SVN) - After the 20th of July 2019

Found out why ctrl+A hotkey didn't work and fixed it.
Abandon city has ctrl+a as a hotkey.
I fixed it by making it so that these shorcuts defined in assets\config\configfile.xml files should never consume the keystroke.

It made sense to me to make it so that these hotkeys consume the keystroke event, so that it would stop us from creating hotkey conflicts. But it makes sense to allow several things to be tied to the same shortcuts in special cases, and I think assets\config\configfile.xml shortcuts can qualify as such special cases.
 
DH was having problems deselecting units that he gave orders to when they had no movement points left.
Yeah I removed that text, I found it annoying, the green lamp (end turn button) should be enough to tell you that there is nothing left to do.
One lot was also when all units had moved.

The green button should go red when every unit has moved. You can click it to force end of turn before but it turning red means you have finished.
 
One lot was also when all units had moved.

The green button should go red when every unit has moved. You can click it to force end of turn before but it turning red means you have finished.
I would really urge this to be made a bug option at least. Toffer wanted to reverse this and yeah, it's kinda driving me nuts too. Totally opposite to all I've been trained for years to expect. I can relearn it - not a big deal, but it IS uncomfortable.
 
I thought that meant it would use its stealth 'smarts', but only if it was attacked.

It would be good to have a status for that too, don't you think? At least, that's what 'Stealth Defend' seems to me to describe. It would represent booby traps and the like which would still surprise (and hurt) anyone who attacked you - even though they obviously knew you were there.

Okay the realism rationale is kind of a stretch, but for gameplay purposes it would be a great tactical decision: do I want this unit to use its stealth pseudo-offensively - and reveal itself more often - or purely defensively where its unseenness is more likely to be preserved?
 
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I thought that meant it would use its stealth 'smarts', but only if it was attacked.

It would be good to have a status for that too, don't you think? At least, that's what 'Stealth Defend' seems to me to describe. It would represent booby traps and the like which would still surprise (and hurt) anyone who attacked you - even though they obviously knew you were there.
We have a trap mechanism in the works and yes, you can set a trap and defend the tile as well and the trap can go off on someone that comes in to attack you, even if they know you're there. The programming is done through this dynamic and will require that without warning be on, and it's complete on the DLL side (- full testing). Just needs the XML work at this point and DH and I have talked about getting it developed this version perhaps. There's minimal AI for this at the moment but it might be kinda easy to do, relatively speaking.
 
got an autosave try crash, newest SVN

was going from a game inprogress to a BEFORE autosave game, and poof
but trying the autosavegame BEFORE again with a new start it worked. . .

OFF TOPIC here:
btw i do need ALL FOUR commerce arrows ingame, ok, not just the 2 thx. . .hate going click arrow, click arrow, click arrow, each time i get a new tech
 

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The reason I am loathe to let you do anything is because your last attempt solved a problem that wasn't and made recon units redundant (shh, don't tell anyone because they still are as I have not reverted the change yet.)

The problem reported was "I can't move my subdued animal". Reason was "because subdued animals can't reveal the map", your solution was to remove the bNoReveal from all subdued animals.
I can't find that anywhere.
I used blame tool on Subdue_Animals_CIV4UnitInfos and there is nothing about
23 subdued animals have <bNoRevealMap>1</bNoRevealMap> out of 216 in core.
That is you gave it only to subdued sea animals.

Probably that was suggestion to bug fix, but actually I never did that.
It was you, who forgot to add NoRevealMap to ALL subdued animals - you added it only to sea animals.
 
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I can't find that. I used blame tool on Subdue_Animals_CIV4UnitInfos and there is nothing about revealing things.
Can't find that in logs too.
23 subdued animals have <bNoRevealMap>1</bNoRevealMap> out of 216 in core.
Looks like I never touched this tag.
That is you gave it only to subdued sea animals.

Probably that was suggestion to bug fix, but actually I never did that.
It was you, who forgot to add NoRevealMap to ALL subdued animals - you added it only to sea animals.
If that's what the blame tool says, stop relying on it cos it's useless. Subdued land animals have had NoRevealMap at least since v28 in 2013.

With respect, you say things (including in this case accusations) with too much certainty but too little evidence.
 
If that's what the blame tool says, stop relying on it cos it's useless. Subdued land animals have had NoRevealMap at least since v28 in 2013.

With respect, you say things (including in this case accusations) with too much certainty but too little evidence.
Well I couldn't find that in logs too.

All I did to Subdue_Animals_CIV4UnitInfos was just fix some texts and remove unused promotions from two subdued animals.
Even when file was added only subdued sea animals had this tag.

I'll add that tag, that simply ceased to exist to subdued animals.
Spoiler :

Civ4BeyondSword 2019-07-24 10-26-34-17.png
Civ4BeyondSword 2019-07-24 10-26-40-09.png
Civ4BeyondSword 2019-07-24 10-26-43-87.png
Civ4BeyondSword 2019-07-24 10-26-53-99.png
Civ4BeyondSword 2019-07-24 10-27-11-13.png

 
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@Toffer90 ctrl+shift+t (recalculate variables) doesn't work if you have chipotle on.
Code:
Traceback (most recent call last):
  File "BugEventManager", line 321, in _handleConsumableEvent
  File "CvEventManager", line 358, in onKbdEvent
NameError: global name 'b' is not defined
 
@Toffer90 ctrl+shift+t (recalculate variables) doesn't work if you have chipotle on.
Code:
Traceback (most recent call last):
  File "BugEventManager", line 321, in _handleConsumableEvent
  File "CvEventManager", line 358, in onKbdEvent
NameError: global name 'b' is not defined
Heh, lol an obviously unfinished codeline, I must've been distracted by something n the middle of writing it.

if bShift and not b:
should have been
if bShift and not (bCtrl or bAlt):
 
@Dancing Hoskuld and @Yudishtira it was @Toffer90 who removed this tag back in SVN 9099 - file was in
/trunk/Assets/Modules/DancingHoskuld/Subdue_Animals/Subdue_Animals_CIV4UnitInfos.xml back then.
That was 13th February 2016.
Spoiler :

Dwm 2019-07-24 10-39-45-31.png

Dwm 2019-07-24 10-41-46-24.png

 
Yeah, I seemed to remember doing that, and was wondering why you got the blame. ^^
I guess they have bad memory. And that I do a lot of changes, or do suggestions, that I backtrack later.
And then they wonder why I have trouble treating them respectfully (not that my English doesn't complicate stuff more).

I restored tag, that you mistakenly removed 3 years ago :p
 
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I restored tag, that you mistakenly removed 3 years ago :p
Wasn't a mistake, I was annoyed about hunters leaving subdued animals it was grouped with behind every time it explored the black unexplored areas of the map.
At that time there was no invisibility for subdues animals, and we had just reduced their strength to 0 and their movement point down to 1 from the amounts that the original animal have.
I saw no good reason not to let the player explore the map with them as a suicide run for fun.
The bNoReveal was as I saw it only in place because some subdued animals had 3-4 movement points and the "ignore terrain cost" boolean turned on, animals like subdued eagle/Hawk/crow/pigeon/etc.birds
Some of those subdued animals even had a decent strength and 2-3 movement points to boot (wolfs/tigers/jaguars).
 
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My EoTs in 10528 were 3-4 min. In 10729 the two I've done so far have been close to 20 mins. Any idea what that's about?
 
Wasn't a mistake, I was annoyed about hunters leaving subdued animals it was grouped with every time it explored the black unexplored areas of the map.
At that time there was no invisibility for subdues animals, they had 0 strength and we had just reduced their movement point down to 1 from the amount that the original animal have.
I saw no good reason not to let the player explore the map with them as a suicide run for fun. The bNoReveal was as I saw it only in place because some subdued animals had 3-4 movment points and the "ignore terrain cost" boolean turned on, animals like subdued eagle/Hawk/crow/pigeon/etc.birds
Well DH hated this change - no idea when he realized that this change happened.
He said, that this stuff effectively made explorers obsolete.
Now you can't use subdued animals to explore anymore.
The reason I am loathe to let you do anything is because your last attempt solved a problem that wasn't and made recon units redundant (shh, don't tell anyone because they still are as I have not reverted the change yet.)

The problem reported was "I can't move my subdued animal". Reason was "because subdued animals can't reveal the map", your solution was to remove the bNoReveal from all subdued animals. If the problem was "I can't move my Archer", reason "because it is on a one plot island" your response would have been to remove all water terrains! The bug in this case was how did the unit get into such a situation in the first place. The solution is to get an escorting unit there to reveal the map in the normal way. Removing the bNoReveal means that you can set your subdued animals to explore because of a bug in the attack mechanism that means even on RuthlessAI etc
 
That is he said, that this stuff effectively makes explorers obsolete.
Well you need Hunters to get the animals, and recon to get better results from goody huts, and the subdued animals are weak slow moving units that get murdered quite quick if wandering around without escorts, especially without the Hide&Seek option.
 
Well you need Hunters to get the animals, and recon to get better results from goody huts, and the subdued animals are weak slow moving units that get murdered quite quick if wandering around without escorts, especially without the Hide&Seek option.
Well what happens if you amass them?
Some of them may actually have strength or be fast or have some other features, that makes easier to explore.
Can subdued lion or elephant be killed by predator animals?
Or you can amass stack of 10 or 20 units.

Hunters are limited if you play with limited national units.

Also Thunderbrd didn't like that this tag was nuked.
 
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