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

Question: are pests supposed to stay even if their prerequisites are no longer currently present?
The below city has been at size 6 for a few turns, but gophers (requires city size 14) are still there.

View attachment 535254
I am replying because I took over Pests from Hydromancerx.

There is no mechanism to remove a Pest, except those that have a specific building to remove them. So... for the majority of the Pests, once it is achieved it stays. It was Hydro's original intent that Pests never go away. But at the end of his tenure here he made a couple of buildings to remove specific pests, like crows and the Scarecrow building. This was done at the behest of T-brd and several other modders.
 
What on earth could the reasoning be for this? It seems obvious that pests should go away when the criteria to support them goes away.
 
Reporting python error, SVN 11034. This repeats a lot of times:


Traceback (most recent call last):

File "CvRandomEventInterface", line 2668, in expireMasterBlacksmith1

AttributeError: 'NoneType' object has no attribute 'getCity'
ERR: Python function expireMasterBlacksmith1 failed, module CvRandomEventInterface
 
I am replying because I took over Pests from Hydromancerx.

There is no mechanism to remove a Pest, except those that have a specific building to remove them. So... for the majority of the Pests, once it is achieved it stays. It was Hydro's original intent that Pests never go away. But at the end of his tenure here he made a couple of buildings to remove specific pests, like crows and the Scarecrow building. This was done at the behest of T-brd and several other modders.
hmm... would be nice if a building didn't have it's prereqs met and it was an autobuilding that it removed itself at that point. Only seems natural that way. I didn't realize there was no check being done on that. Could be a really slow spot in the code if not done just right though.
 
What on earth could the reasoning be for this? It seems obvious that pests should go away when the criteria to support them goes away.
It is Hydromancerx specific design choice that he asked Thunderbrd and I to preserve. Just like all his other prodigious work he put into the Mod. Which is now being changed by new modders.
 
hmm... would be nice if a building didn't have it's prereqs met and it was an autobuilding that it removed itself at that point. Only seems natural that way. I didn't realize there was no check being done on that. Could be a really slow spot in the code if not done just right though.
Noriad2's city was once a size 14 (had to be to get Gophers). But thru pop reduction he has dropped it down voluntarily ot perhaps thru attrition from war. So you are saying that the pest should just go away because the player reduced the city's size? Do animals leave an area when human pop reduces? For the most part in the real world no they don't
 
It is Hydromancerx specific design choice that he asked Thunderbrd and I to preserve. Just like all his other prodigious work he put into the Mod. Which is now being changed by new modders.
Okay, but what is the reasoning? Also it is pretty unreasonable for anyone to expect their work to be preserved unchanged in this mod once they pass it on. If they want that they should make a mod mod. The most people should expect is their name to remain in the credits.
 
Okay, but what is the reasoning? Also it is pretty unreasonable for anyone to expect their work to be preserved unchanged in this mod once they pass it on. If they want that they should make a mod mod. The most people should expect is their name to remain in the credits.
Most of the buildings in C2C are Hydromancerx's work. He was here from the beginning and was 2nd to StrategyOnly for sometime. Thru personal affinity from StrategyOnly and the then Mod team and with respect for his prodigious efforts, much of his work is still intact. C2C would not have 1/2 the content it has now without Hydro's efforts. Even a Mod such as C2C Must respect those that laid the foundation that others are working off of. Dancing Hoskuld is another Modder of such distinction and has been here from the Mod's inception like Hydro. He too was at one time Lead Designer.
 
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Noriad2's city was once a size 14 (had to be to get Gophers). But thru pop reduction he has dropped it down voluntarily ot perhaps thru attrition from war. So you are saying that the pest should just go away because the player reduced the city's size? Do animals leave an area when human pop reduces? For the most part in the real world no they don't
That's one example, perhaps, though I'm thinking more of the situation where there is suddenly no grain access in an area so the crows should no longer be sticking around, more like that. And I suppose if gophers only came around because the city was size 14 or higher, then why would they not leave if it shrunk? I mean, gophers plaguing a city on the basis of its size to begin with seems just as much a stretch since they are usually a more rural hazard anyhow. But hey, there's a lot that I could criticize about the pests implementation that would take massive project size efforts to improve on. It's a thing and I'm not hating it... just making observations. I'm thinking more of the overall process of autobuilds than just pests.
 
Gophers are from the increased agriculture in any form around a city. I guess you have forgotten much about the purpose and foundation for Pests by Hydro.

And it was you that made the promise to preserve his work. Have you forgotten that as well? :dunno:

I became caretaker of Pests when I made my Modmod off Hydro's base. And with Hydro's permission I will add.
 
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Most of the buildings in C2C are Hydromancerx's work. He was here from the beginning and was 2nd to StrategyOnly for sometime. Thru personal affinity from StrategyOnly and the then Mod team and with respect for his prodigious efforts, much of his work is still intact. C2C would not have 1/2 the content it has now without Hydro's efforts. Even a Mod such as C2C Must respect those that laid the foundation that others are working off of. Dancing Hoskuld is another Modder of such didtiction and has been here from the Mod's inception like Hydro.

Changing things if it will improve them isn't an act of disrespect, and anyone who wouldn't want their work changed when it no longer works correctly, or the majority don't think it is the correct direction to go in doesn't deserve that respect anyway in my books. The mod and players should come first, egos second.
 
Failed initializing Python on latest SVN now. So it gets up to that and the game crashes.
Have you tried a 2nd time? And did it generate a dumpfile in the BtS exe folder?
 
Gophers are from the increased agriculture in any form around a city. I guess you have forgotten much about the purpose and foundation for Pests by Hydro.

And it was you that made the promise to preserve his work. Have you forgotten that as well? :dunno:
Do you try to be a jerk? Seriously. lol

I can't say I liked the way pests were implemented on a lot of levels but nobody has tried to improve on it. I prefer they were implemented, as is, rather than not at all, but I think they are still a little crude in terms of design. Pretty sure I told Hydro that at the time and we both agreed some things could be done at a deeper level of consideration down the road though I know he wanted it to be a fairly simple concept for now.

Yes, there are some things that I feel should be retained as a general rule of preserving the works of others and I've argued on that basis before, but pests are not all that use the autobuild mechanism. It is the overall general concept - if there's a reason that something wouldn't be the case until a certain trigger, then that certain something should probably stop being the case if the trigger doesn't exist. Crimes and Diseases follow that format. I don't see why most autobuilds shouldn't. You've made a good argument, for the sake of posterity, for considering things a bit more deeply, so perhaps another tag to say, if this building is an autobuilding, ignore checks to remove the building on the same criteria as the trigger, but in general, I would think usually, when conditions bring something on, we'd want the removal of those conditions to also remove that thing.
 
anyone who wouldn't want their work changed when it no longer works correctly, or the majority don't think it is the correct direction to go in doesn't deserve that respect anyway in my books.
And there's the rub. Who says it's not working as designed? In fact on this subject Pests it is. Those that follow need to respect the effort of what came before, just sayin'. :)

And his respect was earned thru years of work I will add. There will always be egos involved. This game/Mod is not made by robotic AI. ;)
 
IIRC, we settled on 'ConstructCondition' tag usage would remove an autobuilding but the other trigger prereqs would not... I vaguely recall something about that. One cannot be expected to remember every detail of the why's and wherefores of every design decision made that has led us to this point. I think I do a fair job of trying to but like anyone, I can't recall all 10 yrs of this project with perfect clarity.
 
Do you try to be a jerk? Seriously. lol

I can't say I liked the way pests were implemented on a lot of levels but nobody has tried to improve on it. I prefer they were implemented, as is, rather than not at all, but I think they are still a little crude in terms of design. Pretty sure I told Hydro that at the time and we both agreed some things could be done at a deeper level of consideration down the road though I know he wanted it to be a fairly simple concept for now.

Yes, there are some things that I feel should be retained as a general rule of preserving the works of others and I've argued on that basis before, but pests are not all that use the autobuild mechanism. It is the overall general concept - if there's a reason that something wouldn't be the case until a certain trigger, then that certain something should probably stop being the case if the trigger doesn't exist. Crimes and Diseases follow that format. I don't see why most autobuilds shouldn't. You've made a good argument, for the sake of posterity, for considering things a bit more deeply, so perhaps another tag to say, if this building is an autobuilding, ignore checks to remove the building on the same criteria as the trigger, but in general, I would think usually, when conditions bring something on, we'd want the removal of those conditions to also remove that thing.
Like the Scarecrow building other buildings could be built to deal with a "pest" problem. But employing a game hack (reduction of city pop on purpose) should not imo be the basis for change. No matter who wants it.

And pests were changed from the standpoint of When they come into play. Before I made the modmod All Pests came into play are Much lower levels and only at 3 specific levels. I did not try to change the how and why of Hydro's Pest autobuilds only the when.
 
And you and others wanted more penalties added as well. I added a small amount. The overall penalties of the pests do stack.

So a player seeing this, may on higher Difficulty levels, decide to circumvent this by forcing his cities to reduce population. Noriad2 has employed this tactic for sometime in his play of the Mod. It is his choice to do so. But should everyone have to make changes to accept his decided way of play? Something to ponder I think.
 
And there's the rub. Who says it's not working as designed? In fact on this subject Pests it is
As designed isn't the same as correctly, if other stuff changes, or if everyone else disagrees with the design then working "as designed" doesn't really say much!

Those that follow need to respect the effort of what came before, just sayin'.
Definitely, but we can't keep every line of code and xml that anyone ever worked on the same in perpetuity obviously. So we have to change things at some point. The question is only then under what circumstances *do* we change things? My argument would be when nobody can explain why something works the way it does, and /or almost everyone thinks it is wrong, that is a good reason to consider changing it. I'm not saying that is the case here, but that would be my criteria in general.
 
Do you try to be a jerk? Seriously. lol
And how am I being a jerk? Is reminding of the past now not a correct thing to do? (And yes I see the lol. ;) )
 
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