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

As for Barter post and like these I gave them AI weight of 1 once they stopped being autobuildings.
Think you forgot to give them an Hoskuld weight of 1 :p:mischief::p

But all joking aside, actually came here to report a bug, from time to time the game doesn't want to accept my Enter button and demands me to use the Enter on the numpad, game runs fine Haven't noticed any other buttons not working and it's definitely not my keyboard either

it's a mild inconvenience that I can't end the turn with my memorized button but if someone doesn't have the second enter on their Keyboard well that makes things a bit more interesting
 
Think you forgot to give them an Hoskuld weight of 1 :p:mischief::p

This is why I build almost all buildings no matter what :lol:
I don't build ones, that spawn criminals though.

EDIT:
Now Diskettes and Ammunition factories obsolete bit later in latest SVN.
 
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EDIT:
Now Diskettes and Ammunition factories obsolete bit later in latest SVN.
This is the problem with obsoletion. There should instead be a Replacement Building. Then these types of problems go away.

It all started with Hydro using ForceObsolete (sp?) tag long ago and then other modders making it worse by obsoleting a building without checking all the dependencies.
 
So it destroys the Dance buildings and a number of other buildings. All buildings that need these as OR buildings now need to have those requirements removed. :(. That is Storage Pit, Barter Post and Trading Post must not be requirements for other buildings.
Why would you need a building prerequisite to be only an autobuilt building? Are you suggesting people just don't build buildings they have available so we have to enforce that the buildings get constructed? I'm not understanding what you're saying is broken here.
I was half way through building the Dance Hut when the Storage Pit became obsolete!
By what was the storage pit obsoleted? Maybe that's coming too soon? Usually we don't obsolete buildings before we can replace them and I thought the granary was the replacement for the storage pit and that technically the storage pit either didn't obsolete or was obsoleted some signficant amount of time after Granaries replaced them. Are you suggesting that whatever it should've been replaced by, such as the Granary if I'm correct, should be an OR prereq for the Dance Hut then?
A little AI issue. Now, sell a building look like a feature, and AI never use it to sell Crime/Rev building (like Druglord's Mansion) when they have Crime/Rev issue...These building are often the #1 source of these problem and they don't really worth having a high crime or a revo.
1)It would be a very time consuming evaluation to setup a system that looks for things that should be sold off by the AI.
2)The AI should not be in the business of wasting production time previously invested into useful buildings
3)There is no amount of crime buildings that cannot be countered by proper LE unit use to counter it, and it is less expensive to counter the crime generated by one of these buildings than it is to maintain the LE unit(s) needed to counter it.
For these reasons, no, the AI does not sell off any buildings ever and it is not a plan to get them to consider it because most players feel the turn times are more important than a more advance AI, particularly when such an advancement could end up being more of a problem for the AI than a benefit.
Therefore, the problem you are pointing to is more interpreted as a code problem with proper unit use - and there's a few known issues there, such as not being able to transport property control units yet, for example.
I have Barter but the value of the Barter Post next to all the other buildings is negligible. 1:hammers: is much better return than any amount of money at this point in the game. Most of the commerce buildings are like that. My Demand Mod tried to make them worthwhile but the "actual" values didn't work properly.
Given what the barter post unlocks by being a prerequisite, it's value is still strong enough for a developed player or an AI to recognize and build, even if it's not a needed immediate gain. I thought gold challenges were a little stronger at that stage now? Still not enough in the late prehistoric perhaps?
The Storage Pit should be replaced by the Granary not obsoleted by Pottery, imo.
I'm surprised it isn't already. One of the tricks we might have forgotten here is that you shouldn't obsolete something as soon as its replacement is made available - the obsoletion tech needs to be significantly after that point. Maybe that's the issue?
Also many buildings that are currently requiring the Barter/Trade Posts should be requiring the Granary instead as their OR buildings because it is about feeding these artists not paying them. You can't eat money
OK. Identify what those are and it can be adjusted.
 
Food Storage Pit - Unlocked at Gathering (X2) and obsoleted by Pottery (X21). Has replacement at this tech (Granary)
Barter Post - Unlocked at Barter (X11) and obsoleted by Currency (X33). Has replacement at Trade (X25) (Trading Post)
Trading Post - Unlocked at Trade (X25) and obsoleted by Applied Economics (X75). Has replacement at Consumerism (X74) (Shopping District)

There is a lot of distance between Barter and Pottery.
There is some distance between Trade and Currency too.
So DH this is what can happen if you try to make mod more realistic.
You fell into your own trap - you didn't built barter or trading post as soon as possible.
 
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Food Storage Pit - Unlocked at Gathering (X2) and obsoleted by Pottery (X21). Has replacement at this tech (Granary)
Barter Post - Unlocked at Barter (X11) and obsoleted by Currency (X33). Has replacement at Trade (X25) (Trading Post)
Trading Post - Unlocked at Trade (X25) and obsoleted by Applied Economics (X75). Has replacement at Consumerism (X74) (Shopping District)

There is a lot of distance between Barter and Pottery.
There is some distance between Trade and Currency too.
So DH this is what can happen if you try to make mod more realistic.
You fell into your own trap - you didn't built barter or trading post as soon as possible.
Of course I didn't build Barter Post . I never had to before as it was an auto build. Not only that it is a useless building so why would I? I don't have Currency yet so can't build Trading Post, another useless building.

Also Food Storage Pit obsoletes at Pottery, why? It is replaced by Granary which is nominally opened at Pottery but you can't build that when you first get Pottery as you have to build a Potter and get the pottery resource before you can build any Granaries. It should not obsolete but be replaced by Granary and the culture buildings like Dance Hut need to have Granary as another OR building.
 
Not only that it is a useless building so why would I?
Are you saying it's useless because it's benefit isn't all that helpful since there's enough gold already?
 
Some others problem in future era, specially with cloning
A really strange thing about Pleistoce Park Wonder... it give bonus to Animal Trainer(XXX) buildings, but these building are all obsolete at Vertical Flight, so ages ago...
RePet replace Pet Shop, but Pet Shop is obsolete with Replacements Organs, a tech at the same column... Maybe make Pet Shop obsolete at Artificial Evolution?
Crime (unlicensed cloning) should require Cloning Factory, or at least Cloning Laboratory
 
Some others problem in future era, specially with cloning
A really strange thing about Pleistoce Park Wonder... it give bonus to Animal Trainer(XXX) buildings, but these building are all obsolete at Vertical Flight, so ages ago...
RePet replace Pet Shop, but Pet Shop is obsolete with Replacements Organs, a tech at the same column... Maybe make Pet Shop obsolete at Artificial Evolution?
Crime (unlicensed cloning) should require Cloning Factory, or at least Cloning Laboratory
No reason for Pet shop to ever Obsolete.
At one time the Crime Unlicensed Cloning did require the Tech Cloning. Not sure when or why it was changed.
 
Occasionally when I shift queue items, I get the following error message. So far harmless, just annoying. Uploaded screenshot and save. SVN 11043
Spoiler Error Message :
upload_2019-9-30_18-8-49.png
 

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Some others problem in future era, specially with cloning
A really strange thing about Pleistoce Park Wonder... it give bonus to Animal Trainer(XXX) buildings, but these building are all obsolete at Vertical Flight, so ages ago...
RePet replace Pet Shop, but Pet Shop is obsolete with Replacements Organs, a tech at the same column... Maybe make Pet Shop obsolete at Artificial Evolution?
Crime (unlicensed cloning) should require Cloning Factory, or at least Cloning Laboratory
1. I'll remove these boosts. I guess original designer didn't look at obsoletions, or someone broke original design with obsoletions.

2. I can delay obsoletion of pet shop - RePet is effectively Pet Shop 2.0

3. I can add Cloning Factory prereq.

No reason for Pet shop to ever Obsolete.
At one time the Crime Unlicensed Cloning did require the Tech Cloning. Not sure when or why it was changed.
Obsoleting things in future era is subjective - in future eras technology disrupts any existing business.
C2C future technology is like black hole tidal forces - everything, that you know and love is disrupted by technology, of course there could be Amish Luddite villages, but these will quickly become insignificant.
Basically when obsolete something, not if obsolete something ;):mischief::assimilate:

Unlicensed Cloning was unrealistic at this tech, so I moved it to Mainstream Cloning - probably crime was added before this tech.
 
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Many interface elements have disappeared (buttons for cities and units, scales of science and great people, etc.). SVN 11044 (Win 10)
 

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Unlicensed Cloning was unrealistic at this tech, so I moved it to Mainstream Cloning - probably crime was added before this tech.
Ya think!? Of course it was. You moved/removed the prereq for the Individual Crime so you gonna fix it now?
 
Many interface elements have disappeared (buttons for cities and units, scales of science and great people, etc.). SVN 11044 (Win 10)
Did you delete your User Settings folder and then let the PPIO build a new one? If not might want to do that.
 
Ya think!? Of course it was. You moved/removed the prereq for the Individual Crime so you gonna fix it now?
Long time ago I changed tech prereq of this crime to Mainstream Cloning.

Now I added cloning factory as prereq for this crime.
 
I reinstalled the system, hence the game. I just do not have this folder yet :)

Well, or I'm dumb and I can’t find her.
Set it up by starting a play now game. Then get out of the game and start one the way you normally would from there. That should initiate the usersettings folder properly. Once you get into the game you want to play, just make sure to review your options in the BUG settings so that you have it all setup the way you want it and it should remember it from there.
 
Set it up by starting a play now game. Then get out of the game and start one the way you normally would from there. That should initiate the usersettings folder properly. Once you get into the game you want to play, just make sure to review your options in the BUG settings so that you have it all setup the way you want it and it should remember it from there.

It did not help - there is no interface. Including, for example, BUG. Tell me, in what way should the folder appear?
 
In revision 11038 bill set up a system that renames (backup) the userSettings folder and creates a new one if the userSettings folder was created before rev 11038.
Before that, having userSettings from before PPIO was merged to core only caused missing build buttons inside the city screen.

I think TPEHEP's problem is that BtS.exe doesn't have the right to create folders and/or the ini files that are made within it. Try setting BtS.exe to "run as administrator".
 
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