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

I'm playing as Assyria (SVN 11038) and have developed to where I have Slingers and Clubman. Ever since the beginning with Rock Throwers and Brutes I've noticed that as I move into or pass through one of my own improved tiles, whatever the improvement is disappears, except for the trail. I suspected the Barbaric promotion and when I go into WB and remove the promotion, I no longer lose my improvement. Is this an intentional downside to the Barbaric promotion?
oh.. interesting. Unintentional. You can turn that off by going into the bug settings and turning off the option that allows you to raze your own improvements but I do need to address this in the code for a fix that doesn't require having to set that option on.
 
The Rugged Combat 3 promotion has been modified to give bonuses for the new terrains Badland and Jagged (ROCKY_ARID and ROCKY_COLD). However these terrains also cause terrain damage, and the promo needs to be changed to prevent it. Except that no promo has negated two types of terrain damage before, and the tag used by the others can only be used for one as far as I can see.
Very possible that it can only be used for one. This would mean we probably need to only allow one to keep doing damage naturally and use this tag on this promo to make the other not damaging for the promo owner.
 
Very possible that it can only be used for one. This would mean we probably need to only allow one to keep doing damage naturally and use this tag on this promo to make the other not damaging for the promo owner.
The other easy option is to move one to Rugged Combat 2. The not-so-easy option that was done for Taiga in Arctic Combat is to add a Rugged Combat 4.
 
oh.. interesting. Unintentional. You can turn that off by going into the bug settings and turning off the option that allows you to raze your own improvements but I do need to address this in the code for a fix that doesn't require having to set that option on.
Did something that SHOULD correct this - please confirm once we get the next SVN update in place.
 
The other easy option is to move one to Rugged Combat 2. The not-so-easy option that was done for Taiga in Arctic Combat is to add a Rugged Combat 4.
I like the first suggestion a lot. Done on Git.
 
Forest eventually has grown on my farm. Under irrigation, I guess. And now I have a farm on the forest plot. The same issue in v38.5 game.

Plus, I have a neanderthal hunter unit, upgraded from captive neanderthal. Can I upgrade him up to next tier without having neanderthalan culture? There is no option for this now.
 
2 little issue
Kentucky Derby provide me an horse every 2 turns, and not every 10 turns. it's a little too much
Bell Labs req Diskette or Flash memory Devices or Punch Cards. But when you discover Flash memory, Diskette and Punch Cards are not available anymore because their factory are obsolete. So, it desactivates Bell labs until you build a Factory (Flash memory Device).... Maybe Diskette can survive a little more?
 
Forest eventually has grown on my farm. Under irrigation, I guess. And now I have a farm on the forest plot. The same issue in v38.5 game.
Isn't this normal? I have forests growing everywhere at anytime. I always just took it as an added bonus.
 
Isn't this normal? I have forests growing everywhere at anytime. I always just took it as an added bonus.
Haven't seen anything like this neither in vanila BtS, neither in RoM.
 
Other issue: we still can research religion, already discovered by somebody, if corresponding tech has been queued before blocking. Plus, I don't know, if its mater for v39, but in 38.5 rps for such religions could be earned from conquered cities.
 
. Was the same with the crusade wonder. Bug was that the gamespeed scaling didn't actually apply the scaling.
was nice getting this, finally felt like getting a solder coming from the academy, each year. . . ummm maybe a good python project after we get an Academy wonder built up until next big promotion, ummm???
 
Lately on the latest SVN, 11039, the civilopedia has been iffy. It will load sometimes, and other times it won't. I am only experiencing it when I try to access it from the main menu. I don't think I broke it when I edited the XML files for a couple buildings because it loaded fine with previous XML edits.
 
There is something wrong with the animal spawning code. I am getting ocean critters spawning in fresh water lakes. I suspect we did not make the changes to the system necessary when we introduced lakes as a new terrain.
 
There is something wrong with the animal spawning code. I am getting ocean critters spawning in fresh water lakes. I suspect we did not make the changes to the system necessary when we introduced lakes as a new terrain.
Isn't that dependent upon the size of the lake?

I have a question to the Coders: When did partisans become allowed to spawn in the Preh era when an enemy city is taken. And the city is destroyed in the process and not captured? 2 things going on here that I've not seen before. So I'm asking. Is this another new function from the PPIO? Or something else? :dunno:

Also it looks like the Enhanced City Conquest is now actually giving some Beakers towards several techs I don't have yet. Good to see that at least working now.:thumbsup:

See screenshot.
 

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Isn't that dependent upon the size of the lake?

I have a question to the Coders: When did partisans become allowed to spawn in the Preh era when an enemy city is taken. And the city is destroyed in the process and not captured? 2 things going on here that I've not seen before. So I'm asking. Is this another new function from the PPIO? Or something else? :dunno:

Also it looks like the Enhanced City Conquest is now actually giving some Beakers towards several techs I don't have yet. Good to see that at least working now.:thumbsup:

See screenshot.
There was a time when we were looking at expanding the concept of partisan unit emergence so that it wasn't partisans so much as whatever the current Ruffian for the era was that would emerge. Obviously that would be a serious technology gap and balance bug if actual Partisan units are resulting from taking cities that early. Maybe it is something in the python since I think that's largely where the coding is for that system.


On the size of the lake? The size of the body of water does determine whether it IS a lake (freshwater) or not. I think the actual coding answer of the lake not considering itself fresh water might be the culprit.
 
Also it looks like the Enhanced City Conquest is now actually giving some Beakers towards several techs I don't have yet. Good to see that at least working now.:thumbsup:
You were such a skeptic about the enhanced tech conquest changes in PPIO, changes that I made in early PPIO development and never modified again, glad you like it after actually seeing it in-game. :p
I have a question to the Coders: When did partisans become allowed to spawn in the Preh era when an enemy city is taken. And the city is destroyed in the process and not captured? 2 things going on here that I've not seen before. So I'm asking. Is this another new function from the PPIO? Or something else? :dunno:.
Yeah, it was vanilla code that had been commented out by firaxis before releasing the game, I didn't see any good reasons for why it was disabled, so I enabled it in PPIO.

I can improve upon its design if you have any suggestions or objections. I didn't make any changes to how this mechanic works, I just allowed the original firaxis design to actually happen in-game.
 
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