Single Player bugs and crashes v40 plus (SVN) - After Oct 2019

How come there are so few animals? I changed the ANIMAL_SPAWN_MODIFIER to 300, but haven't noticed much difference.

v40.1.1389
 
I think stricter limits in density were added for performance reasons.
There's some normalizations taking place there for that reason yes.
 
If you upgrade your captured Worker before it loses its HN status, it keeps that status forever.
 
If you upgrade your captured Worker before it loses its HN status, it keeps that status forever.
I'll have to remember to look into that. This would also mean you could do the same with captured rams.
 
Question: Why does it cost more to upgrade a Tribal Guardian to Enforcer (21:gold:) than a Watcher to Enforcer (11:gold:)? I thought that Upgrading a TG to the LE line used to be much lower

Save game attached before upgrading both. SVN 11119 not Git. Also Save is from SVN 11119 version but Mod name is C2CSVN. This was to keep the Git and SVN versions separate.

I forgot to take screenshots.
 

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I think it's because the Tribal guardian cost less hammers than the watcher does, so the hammer difference between X and enforcer is greater when X is TG than if X is Watcher.
The tribal guardian costs -1 hammer, so you can't get much more difference than that. ^^
 
I think it's because the Tribal guardian cost less hammers than the watcher does, so the hammer difference between X and enforcer is greater when X is TG than if X is Watcher.
The tribal guardian costs -1 hammer, so you can't get much more difference than that. ^^
But wasn't the TG supposed to be a Special Unit that always had a lowered Upgrade cost? Iirc that was the original design choice decision. But things always change don't they. ;)
 
But wasn't the TG supposed to be a Special Unit that always had a lowered Upgrade cost? Iirc that was the original design choice decision. But things always change don't they. ;)
You can't lower a unit's upgrade cost without increasing the cost to produce them as the cost to upgrade is calculated on the difference between the iCost of the unit it is vs the unit it is upgrading to purely without any modifier. There's never been one. You can upgrade a TG into a watcher pretty cheaply though. That's still possible right? Or did it get changed so they can't upgrade until Enforcers?
 
You can't lower a unit's upgrade cost without increasing the cost to produce them as the cost to upgrade is calculated on the difference between the iCost of the unit it is vs the unit it is upgrading to purely without any modifier. There's never been one. You can upgrade a TG into a watcher pretty cheaply though. That's still possible right? Or did it get changed so they can't upgrade until Enforcers?
But you can not produce more TGs. It's a default start unit only given in the early early game.

As for upgrading a TG to a Watcher, why would you take a better defender the TG for an entry level LE? That has lower strength and less defensive capabilities? That makes no sense to me. The Enforcer is actually a weaker unit too than the TG.
 
But you can not produce more TGs. It's a default start unit only given in the early early game.
I find it's often better to just disband it rather than upgrade to it. Or leave it to be fodder as a defense unit. There's currently no way to change the formula of upgrade costs without adding new tags to do it through.
As for upgrading a TG to a Watcher, why would you take a better defender the TG for an entry level LE? That has lower strength and less defensive capabilities? That makes no sense to me. The Enforcer is actually a weaker unit too than the TG.
The unit is part of the Royal Defense category, which doesn't have any neighboring upgrades and is always limited to 1 per nation. It's a blend category between LE and Defense and by the time that city defenders get more powerful than these you won't need them for that, but you may well still be able to benefit from them as a LE unit because they've potentially been the only one you needed for a while and may have been getting XP from that and possibly from arrests. I could make it possible for them to upgrade to a Defense unit but then that means they could also be upgraded to an offensive unit since melee units are both, and I think that's not really their point. Plus, why would you want any melee unit who has no exp if he hasn't earned any yet? Just fodder still either way.

LE units aren't defense units. They aren't there for that. They can manage somewhat to hold but their purpose is fighting crime, not armies. This is just a unique blend.
 
Not saying you'd want to, but if you did, there's a few upgrade cost reduction promos you could give free to a unit.
 
Not saying you'd want to, but if you did, there's a few upgrade cost reduction promos you could give free to a unit.
Good point. Might do that here. Although I suspect post-nomadic project, it's likely the unit will be unnecessary anyhow.
 
Not saying you'd want to, but if you did, there's a few upgrade cost reduction promos you could give free to a unit.
Which reminds me "Sun Tzu's Art of War" gives a 50% upgrade cost to all units. Should it? I know it is also used to train managers these days, however the original intent was for military units only. Should it be limited to certain land unit types? Just asking.
 
Which reminds me "Sun Tzu's Art of War" gives a 50% upgrade cost to all units. Should it? I know it is also used to train managers these days, however the original intent was for military units only. Should it be limited to certain land unit types? Just asking.
I kinda like that its for all units, perhaps exactly for that reason. It applies to more than military thinking.
 
We could allow it to be a national unit with player instance limit = 1, and make it trainable if you lose it, it would still be given for free, but it could have the same hammer cost as the enforcer unit, so that it is free to upgrade it.
 
We could allow it to be a national unit with player instance limit = 1, and make it trainable if you lose it, it would still be given for free, but it could have the same hammer cost as the enforcer unit, so that it is free to upgrade it.
I'd like that I think.
 
I see we are back to allowing early game (start of Ancient Era) barbarians to create massive stacks in just a few game turns again (68 units!). See Screenshot 0025. All these units came from the barb city of Hurrian. SW of Jerusalem. The barbs are this rate will overrun some of the AI even on Emperor and moreso on Higher Diff levels. This will be a long "war of attrition" because the barbs are more advanced than me the player. And I'm dead last against the few AI I have met. Partly because I've already lost 1 city to this barb stack.

Settings for this SVN 11119 new game. Screenshot 0024. The Mod for it was renamed C2CSVN.
No Traits used either.

And it took quite the effort to get out of that Victory Settings screen. Exit button top right and/or trying to use ESC key very unresponsive.

Save game attached.
 

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  • Civ4ScreenShot0025.JPG
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