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

How come this building's an autobuild by the way?

If it's because it is a prereq for many other buildings then the Storage Pit should be made an autobuild too.
 
How come this building's an autobuild by the way?

If it's because it is a prereq for many other buildings then the Storage Pit should be made an autobuild too.
It was like this since forever, same with its replacement and building that its replacing.
 
I see, then could I remove the autobuild for both of them and make them like the other regular buildings?
I would prefer if all three buildings (and teleportation booth) had cost of -1 like proper autobuilt building.
Way too many stuff relies on these.
@Toffer90 could implement feature, where building lists all units or buildings unlocked by it.
For example building X and building Y would display, that they are needed for building Z, even if X and Y are OR prereqs of building Z.

That is building X and Y would display, that its needed to build building Z.
 
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Divide by zero errors are detected, trying to fix quickly
This is why you should do autorun for 100 turns on Blitz or other tests after such extensive changes before committing ;)
 
This is why you should do autorun for 100 turns on Blitz or other tests after such extensive changes before committing ;)
Tried a dozen turns in a young save and I really thought all was ready until I tried one of my older saves to find that divide by zero bug, and as I think I have stopped the leak there are now buildings being disabled every turn. need more time to ponder the reason...
 
I see, then could I remove the autobuild for both of them and make them like the other regular buildings?
I agree with this move. What's the purpose of it being an autobuilding?
 
I agree with this move. What's the purpose of it being an autobuilding?
It was done by Hydro. The Trading Post and Viking Trading Post were must have must build bldgs. I don't remember the who (other modder) that got Hydro to make it an autobuild, but it was done about the same time as all his "housing" went to autobuild.

Once upon a time long ago all housing upgrades were player choices. Same for the Barter/Trading posts. I think it happen right before Crime was 1st introduced into the mod. Maybe it was koshling or AIAndy that got him to do it? And to raxo that would be back in the "It was like this since forever" timeframe.
 
It was done by Hydro. The Trading Post and Viking Trading Post were must have must build bldgs. I don't remember the who (other modder) that got Hydro to make it an autobuild, but it was done about the same time as all his "housing" went to autobuild.

Once upon a time long ago all housing upgrades were player choices. Same for the Barter/Trading posts. I think it happen right before Crime was 1st introduced into the mod. Maybe it was koshling or AIAndy that got him to do it? And to raxo that would be back in the "It was like this since forever" timeframe.
lol
Yeah I recall that but it seems a strange way to tackle a bad AI issue with valuing the building properly. I wonder if we could get away with removing it from the autobuilding list. The way I see it, most autobuildings are pretty much a waste of space in the game since a player doesn't really get a chance to see it unless they are really paying close attention. I'd LOVE a better housing system but we'll address that down the road.
 
I'd LOVE a better housing system but we'll address that down the road.

I have a plan for that. :)

There's this project I'm working on (still in the planing stages) that would try to simulate a representation of a class system as well as an overpopulation one that you would have to manage akin to proprieties.

These would make the concept of Hydro's autobuilts (houses, hovels, etc.) into something more, like simulating a city that's over its carrying capacity for the time period and the consequences that come from that.

Imagine you had a city in the medieval era where Hovels (supposing middle class) and Manors (supposing high class) exist. Houses would give +4 :hammers: per pop while Manors +4 :gold: per pop. At the same time they would also give +2 :yuck: (or disease?) per pop. Now go to the future where you got Houses and Mansions, Houses would now give +10 :hammers: per pop and Manors +10 :gold: while at the same time +0,5 :yuck:. Yields could be modified according to researched technologies to give more as well. The benefit of this is that cities could have pseudo "ceilings" across the eras where they wouldn't grow very much past a certain point because of the cumulative unhealthiness caused by overpopulation. Said ceiling would rise as technology progresses.

Civics would be benefited as well and made even more important and different from one another, as they would have a direct impact on this system. Say that you are Bourgeoise, that would make way for a larger upper class that would generate more wealth but could cause higher unrest for example.
 
I have a plan for that. :)

There's this project I'm working on (still in the planing stages) that would try to simulate a representation of a class system as well as an overpopulation one that you would have to manage akin to proprieties.

These would make the concept of Hydro's autobuilts (houses, hovels, etc.) into something more, like simulating a city that's over its carrying capacity for the time period and the consequences that come from that.

Imagine you had a city in the medieval era where Hovels (supposing middle class) and Manors (supposing high class) exist. Houses would give +4 :hammers: per pop while Manors +4 :gold: per pop. At the same time they would also give +2 :yuck: (or disease?) per pop. Now go to the future where you got Houses and Mansions, Houses would now give +10 :hammers: per pop and Manors +10 :gold: while at the same time +0,5 :yuck:. Yields could be modified according to researched technologies to give more as well. The benefit of this is that cities could have pseudo "ceilings" across the eras where they wouldn't grow very much past a certain point because of the cumulative unhealthiness caused by overpopulation. Said ceiling would rise as technology progresses.

Civics would be benefited as well and made even more important and different from one another, as they would have a direct impact on this system. Say that you are Bourgeoise, that would make way for a larger upper class that would generate more wealth but could cause higher unrest for example.
Exactly - tracking the % of citizenry into various economic classes was something I suggested at the time and still feel would be a great way to make this work. Thing is... per pop... would that be best as (per pop that counts towards that economic class) rather than (per pop overall)? Can we think of a way to track class differentiation first and foremost and THEN get into how the housing affects those segments?
 
lol
Yeah I recall that but it seems a strange way to tackle a bad AI issue with valuing the building properly. I wonder if we could get away with removing it from the autobuilding list. The way I see it, most autobuildings are pretty much a waste of space in the game since a player doesn't really get a chance to see it unless they are really paying close attention. I'd LOVE a better housing system but we'll address that down the road.

I would very much like the choice of choosing my citizen's housing like it was sooo long ago. Then the "need" for a better housing system may not even be needed. Iirc the AI was not that bad at chosing housing for it's citizen's back then either. But many things have changed since then too.
 
Just updated to latest SVN and suddenly i am able to build "Ancient Way of .. " Wonder., although i allready builded one?!?
 

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I see the same issue but if I try to build it again it doesn't work.
I'll look into the python side of it.
The dll is pretty much telling python what buildings are available to build if I remember correctly, but maybe there's something that should be done in python to filter out some of it.
 
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