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

NOT FAIR!!!
It certainly needs an update in Pedia somewhere.
It didn't have any pedia entry.

:rotfl:
Another exploit crushed. :mwaha: :mischief::lol:
I was hoping, that someone allows that thing to exist but without bugs.
I left issue in github, that it needs refactoring, so you could build multiple different wonders and settlers per turn in cities without exploits.
 
Could you make it an option? Something like immediate culture adoption on/off?
Hmm, it's possible, need a option replacement building for the adopted culture autobuild that doesn't require more than 1 Local culture...
I won't jump at making that option atm though, perhaps someone else wants the option enough to add it soon.
I'd be willing to increase the chance for local cultures to survive city conquest from 70% to 90%, but I think there should be at least a small chance for them to disappear on conquest.
If a city has let's say 6 different local cultures, at least some of them should be destroyed on conquest, it's not like the conqueror will assimilate with all the minorities in that one city overnight.
 
Hmm, it's possible, need a option replacement building for the adopted culture autobuild that doesn't require more than 1 Local culture...
I won't jump at making that option atm though, perhaps someone else wants the option enough to add it soon.
I'd be willing to increase the chance for local cultures to survive city conquest from 70% to 90%, but I think there should be at least a small chance for them to disappear on conquest.
If a city has let's say 6 different local cultures, at least some of them should be destroyed on conquest, it's not like the conqueror will assimilate with all the minorities in that one city overnight.
Does this apply to ALL types of switching the city's ownership - or only to the literal military conquest?
Namely: Buying via espionage, buying via diplomacy, cultural conversion, entire civ absorption via vassal suicide, etc.
So it's at least 4 more ways to get a city NOT via military conquest.
Does that rule apply to ALL those cases?
I do think it shouldn't, especially to those clearly peaceful ones (like vassal suicide - it's literally the other nation's own choice to join your civ 100% peacefully).
 
Does this apply to ALL types of switching the city's ownership - or only to the literal military conquest?
Namely: Buying via espionage, buying via diplomacy, cultural conversion, entire civ absorption via vassal suicide, etc.
So it's at least 4 more ways to get a city NOT via military conquest.
Does that rule apply to ALL those cases?
I do think it shouldn't, especially to those clearly peaceful ones (like vassal suicide - it's literally the other nation's own choice to join your civ 100% peacefully).
Not sure really, I think it only applies to military conquest.
 
Bugs or Not???

Maybe this is intended with the new Culture changes? As you can see from the Settings for game Options I do Not have Unrestricted Leaders On. Yet Kim Jung is Maori and Ramkhamhaeng is Spain??? < head scratcher>

Or with the reshuffling of the Game set up Options did one (or more) get placed in the wrong spot in the list?
 

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This is bug, toffer is trying to fix it.

That is one of options breaks "unrestricted leaders" code here.

EDIT: United Nations break it...
 
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Another "odd" situation that seems rather unfair concerning barbs again. Don't know if "bug' or intended.

New barb City gets 50% defense on Plains/Flood Plains. While my Only city my Capitol only gets 12%. And from the screen shots you can see the Barb city already after 3-5 turns of existence (has not yet reached Poor Culture level to expand to 9 tiles) already has 9 Slingers in it!

And there is another Barb city just north of this one that is much larger, very much larger. Sprung up in the last 10+ turns while I was occupied with exploring. Which gave me the 2 stone spear from goody huts.
 

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This is bug, toffer is trying to fix it.

That is one of options breaks "unrestricted leaders" code here.

EDIT: United Nations break it...
You mean using United Nations Option Activates Unrestricted leaders???? That Is Strange! :crazyeye: :rolleyes: :cringe:
 
Another "bug" involving BUG. Play now game the BUG Option screen came up with all Tabs. This Custom game the BUG Options now only has 4 tabs. :cringe:

This is getting bad.

My 5 units, 1 Stone spear and 3 Spiked club all have Poison promotion. Yet my attack odds are worse than the slingers defender odds. This does not seem to add up right. :(
 

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Another "bug" involving BUG. Play now game the BUG Option screen came up with all Tabs. This Custom game the BUG Options now only has 4 tabs. :cringe:
Looks like you have to delete User Settings folder...
 
Maybe this is intended with the new Culture changes? As you can see from the Settings for game Options I do Not have Unrestricted Leaders On. Yet Kim Jung is Maori and Ramkhamhaeng is Spain??? < head scratcher>
This is now fixed and on its way to SVN.
The exe had hardcoded that this option had to be the eight option in the game option list.

So when raxo sorted the list, United Nation ended up being the eight option in the list, which made United Nation the option that gave you unrestricted leaders.
 
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Another "bug" involving BUG. Play now game the BUG Option screen came up with all Tabs. This Custom game the BUG Options now only has 4 tabs. :cringe:

This is getting bad.

My 5 units, 1 Stone spear and 3 Spiked club all have Poison promotion. Yet my attack odds are worse than the slingers defender odds. This does not seem to add up right. :(

I started New game. On 1st turn checked BUG, all tabs present. By the time I'm half way thru my 3rd Tech, Oral Tradition, I check BUG Option screen. Now it's back to the 4 tab version that I have screenshot for. Screwy to say the least. :cringe: The BUG screen changes during the 1st 7 turns of this new game.

If you need save game (using SVN 11133) say so I will upload.

EDIT: Just updated to latest SVN reloaded New game and BUG is Back. I also did not have United Nations Game setup Option selected for this game either. So it looks like 11134 fixed several of the "problems" I have been seeing today. Good job guys. :)
 
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My 5 units, 1 Stone spear and 3 Spiked club all have Poison promotion. Yet my attack odds are worse than the slingers defender odds. This does not seem to add up right.
Slingers are strong city defenders and in a cursory look it seems right to me. They're getting some fortification bonus. Seems like about what I would expect.
 
Slingers are strong city defenders and in a cursory look it seems right to me. They're getting some fortification bonus. Seems like about what I would expect.
The original point was that the barb city in question started off with 50% defense while still a 1 City tile city on a plain/flood plain. That seems high considering my Capitol at that time on a similar tile had 12%. The barb cities get too much city D to start off with and this is on Noble level.

I don't have to worry about my 2 neighbor AI because the barbs are in control of this continent. Luckily for me there was a Volcano on the other side of the peninsula I'm on. That when I got Tribes I founded a city by the volcano to get Obsidian. Otherwise I probably would've been overrun if the Barb AI was set on Aggressive or Raging at Game set up.
 
Why stone tool maker dont go obsolete with let's say iron working or something else? For now it somewhy stays forever (no obsolete tech) (svn 11133)
 
Why stone tool maker dont go obsolete with let's say iron working or something else? For now it somewhy stays forever (no obsolete tech) (svn 11133)
It was part of experimental change, where I removed ALL resource obsoletions.
I guess they could be obsolete, when latest thing referencing it obsoletes.
 
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