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

Did the 1mil gold cap in diplo/trade ever get fixed? What about the one in building hurry cost?
 
We know about it, I don't know when anyone will do anything about it though.
So you don't see them as (1) bugs and (2) introduced by PPIO?
 
Could this have been introduced by the "Greater Gold" perhaps? A 1 M cap would make sense if some part of the program didn't "see" larger amounts of gold anymore.
 
So you don't see them as (1) bugs and (2) introduced by PPIO?
They're a temporary stopgap put in place during the Greater Gold update. It will be tricky to fix. A headache inducer and one I wasn't thinking would come up soon given the late game is so undeveloped still that I didn't figure many would even enjoy playing that far in yet. We were also MAF crashing long before it became an issue until very recently. It's a PITA problem that will really take some thinking on how to solve.
 
They're a temporary stopgap put in place during the Greater Gold update. It will be tricky to fix. A headache inducer and one I wasn't thinking would come up soon given the late game is so undeveloped still that I didn't figure many would even enjoy playing that far in yet. We were also MAF crashing long before it became an issue until very recently. It's a PITA problem that will really take some thinking on how to solve.
I think @billw2015 can easily dig deeper in it :D
 
They're a temporary stopgap put in place during the Greater Gold update. It will be tricky to fix. A headache inducer and one I wasn't thinking would come up soon given the late game is so undeveloped still that I didn't figure many would even enjoy playing that far in yet. We were also MAF crashing long before it became an issue until very recently. It's a PITA problem that will really take some thinking on how to solve.
Techs cost 1mil by Industrial so it's a mid-game issue. And Transhuman really doesn't feel undeveloped, although offworld units and AI are certainly missed especially on non-space maps.

This is to prevent an overflow, right? When does the overflow actually occur? Could the cap not simply be moved closer to that level?
 
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Techs cost 1mil by Industrial so it's a mid-game issue. And Transhuman really doesn't feel undeveloped, although offworld units and AI are certainly missed especially on non-space maps.

This is to prevent an overflow, right? When does the overflow actually occur? Could the cap not simply be moved closer to that level?
It's not quite that simple. The greater gold method prevents overflows but the calculation of cost can get to amounts greater than 1 million. When this happens, not only must the cost be kept from overflowing in the calculation that gets the cost, but it must also then be converted to how much it charges in greater gold and normal gold amounts, without doing that conversion in a way that allows for an overflow during the calculation. It's that last part I haven't been able to figure out. If the calculation would overflow even a long long int, which is not inconceivable, then how would you run the calculation in a way that doesn't come up with an overflowing amount in the result? I'm sure there's a tricky way to go about it, something like dividing by hundreds to factor down the amount then cutting the equation up into smaller bites then gradually adding back in as much as it can handle, then dividing the resulting amounts off into greater gold whenever they exceed 1 mil, something like that. Just sounds like too much for me to want to work out.

If Bill's willing, I'm VERY happy to not have to sort out this kind of affair. Note that the idea behind greater gold is that at some frames of game experience we might be able to stop considering lesser gold amounts at all. That's part of why this has been setup this way. There, too, not sure how and when to completely discount normal gold calculations.
 
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Automated hunt isn't working anymore in my current game. The units that are set to hunt don't attack and just walk blindly arround. The bug settings should be alright (threshold is low enough). 2 or 3 days ago automated hunt was still working (I think).
Just download the attached savegame. Only one unit (a ship) is active, a fish easily to attack is nearby. Activate automated hunt and the ship won't attack but will just sail into the blue. Just like being on strike...
 

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Automated hunt isn't working anymore in my current game. The units that are set to hunt don't attack and just walk blindly arround. The bug settings should be alright (threshold is low enough). 2 or 3 days ago automated hunt was still working (I think).
Just download the attached savegame. Only one unit (a ship) is active, a fish easily to attack is nearby. Activate automated hunt and the ship won't attack but will just sail into the blue. Just like being on strike...
Interesting. @billw2015 was working on improving the hunting AI specifically to get it to be more willing to attack.
 
I have a strange bug I don't know if this has been reported, I have started a game with "Start without Positive traits" as well as " Complex traits and developing leaders yet I still have the negative trait in game with any leader I select. ((No positives)). I never encountered this in earlier builds ((Using latest SVN))
 
I have a strange bug I don't know if this has been reported, I have started a game with "Start without Positive traits" as well as " Complex traits and developing leaders yet I still have the negative trait in game with any leader I select. ((No positives)). I never encountered this in earlier builds ((Using latest SVN))
What did someone do here that might've caused this? I seem to recall some attempt to simplify an extremely complex set of if statements that might have touched on this... @Toffer90, @billw2015 ?
 
I have a strange bug I don't know if this has been reported, I have started a game with "Start without Positive traits" as well as " Complex traits and developing leaders yet I still have the negative trait in game with any leader I select. ((No positives)). I never encountered this in earlier builds ((Using latest SVN))
Don't you also have to select no negative starting traits option? Sorry can't remember exact phrasing.
Edit: I use no negative traits, pure traits, developing leaders, start without positive traits and complex traits. My leader is always a blank slate when I use that combo of options.
 
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I have a strange bug I don't know if this has been reported, I have started a game with "Start without Positive traits" as well as " Complex traits and developing leaders yet I still have the negative trait in game with any leader I select. ((No positives)). I never encountered this in earlier builds ((Using latest SVN))
Sounds like it is working correct now at least, that you need the "No Negative Traits" option to not have negative traits.
Perhaps the "Start with no Positive traits" needs to be changed to a "start with no traits" option?
What did someone do here that might've caused this? I seem to recall some attempt to simplify an extremely complex set of if statements that might have touched on this... @Toffer90, @billw2015 ?
The rule change most likely stem from my changes in this commit: LINK
Should the "Start with no Positive Traits" also mean "start with no negative traits"?
Or do we need a "Start with no Negative Traits" option in addition to the ones we already have?
 
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Thanks guys, On the description of "start without positive traits" it says it disables the first negative trait as well. Also with no Negative traits it says it turns off all negative traits but I want to play with negative traits as my leader develops so have not ticked it. I'm just saying I want to disable the starting Negative trait just like "start without positive traits" says. A clean slate so to speak.
 
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