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

There is something wrong with the last SVN update: I can build a Wetlands Camp on a mountain - and no Early Mountain Mine.
wetland_on_mountain.jpg
 
@Toffer90 looks like something got inverted

Pedia shows, that you can't build wetland camps on peaks...
Ah, I understand why, these tags makes it valid there, terrain makes valid tags needs to be ignored when it's a peak.
Code:
<TerrainMakesValids>
    <TerrainMakesValid>
        <TerrainType>TERRAIN_MARSH</TerrainType>
        <bMakesValid>1</bMakesValid>
    </TerrainMakesValid>
    <TerrainMakesValid>
        <TerrainType>TERRAIN_MUDDY</TerrainType>
        <bMakesValid>1</bMakesValid>
    </TerrainMakesValid>
</TerrainMakesValids>
 
Just a question or 2 or 3......but also just a bit of a rant, so get prepared for it........Why was the farms and tile features every messed with in the 1st place??? What was the purpose and goal?

Imhpo too much from each file is being ripped out and/or "streamlined" that is causing valuable tags to be removed because they were not being used at the time of the strip out. That is rather disturbing and greatly hinders modding a file because tags that could be used are now gone from that item. And now.... all these screwy bugs are popping up. C'mon guys do some dad gummed testing before you commit this stuff! :cringe::rolleyes::wallbash:
 
At this point in first screenshot it should be "requires farm" not "requires seed camp"
Not seeing that as a problem because, as it always does, it's listing the simplest possible solution first but then lists yields with other solutions as well and farm is one of the better improvements shown.
 
Not seeing that as a problem because, as it always does, it's listing the simplest possible solution first but then lists yields with other solutions as well and farm is one of the better improvements shown.
In this case Seed Camp build is obsoleted, when farms are available
Some early worker builds do obsolete.

Also it was changed so only one improvement is displayed.
34 worker builds have tech obsoletions.
 
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Stone Tool Workshop tends to fail to provide the resource it's build on.
Can't show a save since it's old story, but I was utterly confused when my STWed metals still showed "You own 0" on the resource tool-tip (and in the city).
SVN is last week, and I have no save - but it's a fact that repeated itself several times.
And I did build a Path as well (though I hate that you need roads to resources that sit next to your city to begin with).
 
Stone Tool Workshop tends to fail to provide the resource it's build on.
Can't show a save since it's old story, but I was utterly confused when my STWed metals still showed "You own 0" on the resource tool-tip (and in the city).
SVN is last week, and I have no save - but it's a fact that repeated itself several times.
And I did build a Path as well (though I hate that you need roads to resources that sit next to your city to begin with).
Do you have the tech that enables trade for that bonus? It's not the same tech that reveals them in many cases.
 
Do you have the tech that enables trade for that bonus? It's not the same tech that reveals them in many cases.
I thought so as well.
All I can say is the current on-resource tool tip is lacking in clarity A LOT.
Also, WHY is it this way to begin with?
I mean, what's the point of SEEING without being able to USE?
Or what's the LOGIC of that, either way?
If anything, the REVERSE should be logical - to be able to USE something via trade, but not to produce it myself.
Good example would be precisely metals - you can get them from others even without knowing how to melt them.
But the reverse is simply stupid.
Do explain, please.
 
I mean, what's the point of SEEING without being able to USE?
Good example would be precisely metals - you can get them from others even without knowing how to melt them.
Do explain, please.
You know it's there, just not able to produce it. If you were able to produce it you would have the bonus.
You should be able to get iron wares through trade before you are able to do anything useful with iron ore yourself, if someone else do know what to do with iron ore that is.
Not sure if iron wares are enabled earlier than iron working, but it should be if the modder setting the enable tech for it had any sense.
 
You know it's there, just not able to produce it. If you were able to produce it you would have the bonus.
You should be able to get iron wares before you are able to do anything useful with iron ore yourself, if someone else do know what to do with iron ore.
Not sure if iron wares are enabled earlier than iron working, but it should be if the modder setting the enable tech for it had any sense.
All manufactured resources have same tech reveal and tech enable.
I don't think you can have tech enable before tech reveal.
---
Worker builds, their tech requirement and obsoletions.
Spoiler :

Seed_Camp_Kill: Gathering to Sedentary_Lifestyle
Seed_Camp_Slave: Sedentary_Lifestyle to Agriculture
Seed_Camp: Sedentary_Lifestyle to Agriculture
Stone_Tools_Workshop_Kill: Hard_Hammer_Percussion to Sedentary_Lifestyle
Stone_Tools_Workshop: Sedentary_Lifestyle to Explosives
Early_Quarry: Mining to Masonry
Early_Mountain_Mine_Slave: Mining to Mountaineering
Early_Mountain_Mine: Mining to Mountaineering
Tar_Gatherer_Kill: Adhesives to Sedentary_Lifestyle
Tar_Gatherer: Sedentary_Lifestyle to Refining
Workshop: Machinery to Assembly_Line
Factory: Assembly_Line to Manufacturing
Factory_Cold: Refrigeration to Manufacturing
Salt_Gatherer_Kill: Soft_Hammer_Percussion to Sedentary_Lifestyle
Salt_Gatherer: Sedentary_Lifestyle to Explosives
Cottage: Pottery to City_Planning
Hamlet: City_Planning to Civil_Service
Village: Civil_Service to Social_Contract
Town: Social_Contract to Mass_Transit
Hunting_Camp: Sedentary_Lifestyle to Monarchy
Jungle_Camp_Kill: Naturopathy to Sedentary_Lifestyle
Desert_Camp_Kill: Naturopathy to Sedentary_Lifestyle
Wetlands_Camp_Kill: Naturopathy to Sedentary_Lifestyle
Fruit_Gathering_Camp: Gathering to Sedentary_Lifestyle
Fruit_Picking_Camp: Sedentary_Lifestyle to Orchards
Grape_Gathering_Camp: Gathering to Sedentary_Lifestyle
Grape_Picking_Camp: Sedentary_Lifestyle to Fermentation
Plant_Gathering_Camp: Gathering to Sedentary_Lifestyle
Plant_Picking_Camp: Sedentary_Lifestyle to Calendar
Mushroom_Gatherer_Kill: Gathering to Sedentary_Lifestyle
Abatis_Thorn_Hedge: Shelter_Building to Carpentry
Abatis_Thorn_Hedge_Kill: Shelter_Building to Carpentry
Wooden_Palisade: Carpentry to Mathematics
Wooden_Palisade_Kill: Carpentry to Mathematics
 
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In this case Seed Camp build is obsoleted, when farms are available
Some early worker builds do obsolete.
The seed camp never obsolete, if you don't believe me then check out first couple lines in zCaptives_CIV4BuildInfos.xml

I'll be fixing that along with some other stuff in my next commit in a few minutes.
 
The seed camp never obsolete, if you don't believe me then check out first couple lines in zCaptives_CIV4BuildInfos.xml

I'll be fixing that along with some other stuff in my next commit in a few minutes.
Only two things obsolete in zcaptives buildinfos as if someone forgot to do that for everything else

Also I posted list of all obsoleteing builds.
And no unit can use Seed Camp (Slave) build - this one not obsoleting.

So only captive (slave) build, that obsoletes AND is actually used by unit is my early mountain mine.
 
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SVN 11152 is still not good concerning improvements on peaks: I can't build Wetlands Camps anymore (good) but now I can't build anything (bad). Early Mountain Mines should be possible at this stage of the game (and they can be built with SVN 11149).
Early mountain mine can only be built if there's a valid bonus there.
 
As I said I can build with older SVN (with Work Mules) on every single mountain. That has been the case for quite a while. Has this changed?
That was a bug or imo a bad design decision by someone; we only added in the early mountain mine so that players would stop whining about not getting mountain bonuses between TECH_MINING and TECH_MOUNTAINEERING.
 
As I said I can build with older SVN (with Work Mules) on every single mountain. That has been the case for quite a while. Has this changed?
My intention for Early Mountain Mine was being buildable on peaks, that have resources on them.
So no peaks without resources.
 
My intention for Early Mountain Mine was being buildable on peaks, that have resources on them.
So no peaks without resources.
Yeah, the peak related improvement tags were not easy to work with; I made them far more intuitive today.
They now work pretty much as all other improvement tags with the same name convention:
- peaksMakesValid now works exactly as other makesValid tags (wasn't the case yesterday)
- bRequiresPeaks is now called bPeakImprovement and works exactly as bWaterImprovement (renamed that one too from just bWater),
-Other bRequires improvement tags worked entirely different from how bRequiresPeaks worked yesterday.​
- All other makesValid and bRequires tags now work the same for peak plots as they do for any other plots (was not the case yesterday)

So it should be easier working with improvements in relation to peaks going forward.
 
Well... OK, I already have built the Early Mountain Mines on most of the peaks so I don't really care too much.
A little bit funny: The hover says that there is a small chance that quite a number of different resources can be found when building it (that is on old SVN). Doesn't make sense when the Early Mountain Mine can only be built on resources.

Edit: Even SVN 11152 says that resources can be discovered.
 
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