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

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?
I agree with you Snofru. BUilding early mines on peaks with donkey workers should be left alone.
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.
Some of us did not think it was a "bad design decision" at all. Especially since we made the Option Passable or workable Mountains or what ever it's name was hidden and On by default. And That was some time back. Now we are making new design decisions over them???

New bug or what? I've been noticing that the Barbs can now make Culture units. 1si it was a Humudu Hunter, then a Pigmy Bowman, Now from the screenshots below, A Sintashta Chariot and a Jaguar Warrior! Good Lord what is going on??? Seems like the mod is getting turned on it's head these days! Yikes! :crazyeye::nono::p
 

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Some of us did not think it was a "bad design decision" at all. Especially since we made the Option Passable or workable Mountains or what ever it's name was hidden and On by default. And That was some time back. Now we are making new design decisions over them???
I think it makes perfect sense to only allow high altitude mines in the ancient era, before mountaineering equipment and knowhow makes it safe to do so, if there's a precious resource there to justify all the work casualties caused by it.

It's similar to there being a tech that allows farm to be built without irrigation, or the other tech that allows farms to be built in deserts. Techs that are long after agriculture.

If we wanted mountain mining at mining tech we wouldn't need the early mountain mine improvement, we could just unlock the regular one at mining with lowered stats and added yields boosts to it with techs.
I've been noticing that the Barbs can now make Culture units. 1si it was a Humudu Hunter, then a Pigmy Bowman, Now from the screenshots below, A Sintashta Chariot and a Jaguar Warrior! Good Lord what is going on??? Seems like the mod is getting turned on it's head these days! Yikes! :crazyeye::nono::p
I've noticed that one too, been trying to figure out why a couple weeks already. It's a weird one imo.
 
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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.
Lol forgot to remove those discovery tags :p
 
I've noticed that one too, been trying to figure out why a couple weeks already. It's a weird one imo.
Would seem that the basic/base culture changes a little while back is the culprit. Coupled with the fact that Barbs were allowed some Culture prior to that change to grow their cities beyond size 1. Whomever reworked Sparth's Culture units removed something that stopped the Barbs from getting those Designed Player and Regular AI Culture units.
 
Would seem that the basic/base culture changes a little while back is the culprit. Coupled with the fact that Barbs were allowed some Culture prior to that change to grow their cities beyond size 1. Whomever reworked Sparth's Culture units removed something that stopped the Barbs from getting those Designed Player and Regular AI Culture units.
Those units should require culture bonuses.
So Egyptian unit needs Egyptian bonus produced by Egyptian culture world wonder
I guess he removed all bonus requirements from barbarian NPC unit creation or something like that.

Culture, culture and culture are three different things.
That is culture (commerce) is completely independent from other [Sparth] cultures.
Continental cultures are purely buildings.
Subcultures are bonuses produced by great wonders, that need continental cultures.

By the way resources, that Early Mountain Mine can't access are:
Bauxite Ore, Coal, Geode, Uranium, Titanium Ore, and Manganese - all units revealed after Mountain Mine is available.
I could add Coal, since its revealed very near to Mountaineering.
 
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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.
I don't see a point in what you're saying at all. The display is fine. It shows the simplest one first then shows what you would get with any other improvement that accesses that also accesses that resource. So what if it obsoletes?
 
I don't see a point in what you're saying at all. The display is fine. It shows the simplest one first then shows what you would get with any other improvement that accesses that also accesses that resource. So what if it obsoletes?
Why display something, that you can't build at all?
Only few improvements are displayed now in that tooltip.

Its changed now
Spoiler :

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I mean, what's the point of SEEING without being able to USE?
You do use it, for very simple applications and have not yet realized the full depth of what is capable with it nor how valuable it actually is for trade. The plot, however, is much more valuable in terms of the yields you can get from that plot because you can see it. And it helps you to plan your city placement early.
 
Why display something, that you can't build at all?
Only one improvement is displayed now in that tooltip.

Likely it was fixed now.
So you're saying that it needs to check to make sure that no worker you possess could possibly build that improvement before it discounts it and shows the next most simple one? Seems a little overly complex a filter doesn't it?
 
So you're saying that it needs to check to make sure that no worker you possess could possibly build that improvement before it discounts it and shows the next most simple one? Seems a little overly complex a filter doesn't it?
I guess its how it works now - checking build obsoletions of improvements.
 
Stone Tool Workshop tends to fail to provide the resource it's build on.
Stone Tools Workshops cannot access resources if I recall. It requires a Special Stone Tool Workshop or something like that I think.
 
Yeah! I just Captured a Barb Worker! Woohoo!!! :D At least this is working right again. Progress! :mischief::lol:

EDIT: this was with this mornings 11151 SVN. Hope this still works with 11153!??
 

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I guess its how it works now - checking build obsoletions of improvements.
If that's how it works now then great. I spent a lot of hours on this before so maybe it stopped working as it was originally designed at some point and you're just pointing out that it did after some changes that were made. That said, the display is one of the more complex things I've worked on so if we're just trying to say it needs to be improved over what it was setup as, I'd be highly reluctant to care since it has been working for a few years without comment.
 
So you're saying that it needs to check to make sure that no worker you possess could possibly build that improvement before it discounts it and shows the next most simple one? Seems a little overly complex a filter doesn't it?
It's always worked that way, I removed it a week ago thinking it was more complex than what was strictly needed, but I added it back again today so it shows all improvements that provide the bonus.
Seed camp was only shown there because there was a seed camp build in xml without any obsoletion tech. SO it was an xml issue first and foremost raxo was complaining about in regards to the seed camp.
 
Those units should require culture bonuses.
So Egyptian unit needs Egyptian bonus produced by Egyptian culture world wonder
I guess he removed all bonus requirements from barbarian NPC unit creation or something like that.
I guess so. As that Northern continent has no Civ on it but my 2 colony cities and I'm not Egyptian in this game.
 
I guess so. As that Northern continent has no Civ on it but my 2 colony cities and I'm not Egyptian in this game.
Egypt was example here - there is like over 400 such cultural wonders/bonuses :p
 
Egypt was example here - there is like over 400 such cultural wonders/bonuses :p
I know. I was here when Sparth made all of them and I was here Before ThinderBrd was here. The Only Modder that was here besides SO when I started to play this Mod at SO' request was DH and Hydro. And Both I knew from RoM and AND. I Am the Granpa player around here bubba! ;)
 
Stone Tools Workshops cannot access resources if I recall. It requires a Special Stone Tool Workshop or something like that I think.
Again - tool tip ERRORS.
"Provides RESOURCE" should only be seen when it PROVIDES that resource.
It was beyond confusing (and/or misleading) in many cases.
Please, take a look into it.
 
Again - tool tip ERRORS.
"Provides RESOURCE" should only be seen when it PROVIDES that resource.
It was beyond confusing (and/or misleading) in many cases.
Please, take a look into it.
Disagree with you on this. The Tool tip say It can provide a resource is letting the player know that there is a chance this will happen. And when it does Great! At least you Know you have a chance at a New resource.

Not being snarky or meaning to be but is English your native language? Not sure that is why I'm asking.:dunno:
 
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