Single Player bugs and crashes v43 plus (SVN) - After January 2023

Weird occurrence with WFL and/or TD on rev 11501: I'm pretty sure I was already the tech leader and I was not getting any TD/WLF. I discovered Sedentary Lyfestyle first, so no doubt that I was tech leader, I also got my free tech as well, but then I started to receive significant amounts of TD/WLF after that. I do also have beelining stings so maybe there is some odd interaction going on. I'll attach the save.
WFL you can get bonus if you're tech leader. It's measuring your bonus as to how far behind you are in size (2 parts only - 50% comes from how far behind you are in size of # of cities and 50% comes from how far behind the leader you are in population - leaders in each category can be different leaders, so really, the whole board CAN benefit from WFL in some rare cases.) The idea is to reflect that small nations don't actually have a natural disadvantage in terms of research historically. Sometimes the size of the nation gives its people an issue with complacency due to the sense of dominance. Mathematically, it helps a lot to counter the coalescing power of massive steamrolling nations.

Only TD cares if you are the tech leader and then doesn't give you anything, though I THINK if you are missing some techs other nations you know have, you can STILL get benefit for knowing a nation that knows some things you don't (when researching those things.)

So really, being tech leader is nowhere near a full reason one cannot get any bonus from these sources.
 
So really, being tech leader is nowhere near a full reason one cannot get any bonus from these sources.
Ah I see, well then, there must be some really big nation on the other continents here, and the timinig was just a coincidence.

Actually, I went to check into worldbuilder and I can't really see any noticeably larger player - the in game demographics also list me 2nd for population though with the same score as rival best. Also, as I earned another tech and settled another city, the bonus increased again while I'm now number one for population in the demographics tab - I might be looking at nothing here, but it feels odd.
 

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the in game demographics also list me 2nd for population though with the same score as rival best.
That's enough to get a small % bonus. City count, again, is the other half of it... I find a lot of times players end up with fewer cities but greater populations in them.

As for TD, do you know any players that have the tech you're researching now?
 
As for TD, do you know any players that have the tech you're researching now?
Hard to tell 100% since tech trading isn't enabled yet, but being the first to sedentary lifestyle and getting the bonus while researching a follow up tech, I'd say no.
 
Maybe @Toffer90 would be willing to take a moment just to follow the calculation in play to see how it's coming up with some amounts - it's always possible there's a little bug.

Keep in mind that you don't have to, as a player, know about WFL leaders either so sometimes you can be blind to the reason you're getting benefit. But if you think there may be a good cause for calculation flaw, it's worth a quick look at the save (I'd do it if I had the time.)
 
I downloaded the latest SVN and i can't get the mod to load, something about being unable to load XML files?
 
I downloaded the latest SVN and i can't get the mod to load, something about being unable to load XML files?
1. Never overwrite old version of mod with new one - always delete old version, as files are often moved, renamed or removed.

2. Mod must be named Caveman2Cosmos and won't work if placed in C:\Users\<USERNAME>\Documents\My Games\Beyond the Sword\MODS.
If its located there - delete it from that place

So valid install paths will look like this:
For GoG this will be something like: C:\Program Files (x86)\Civilization IV Complete\Civ4\Beyond the Sword\Mods\Caveman2Cosmos
For steam it will be something like: C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods\Caveman2Cosmos
Assets folder would exist in Caveman2Cosmos folder - ensure it isn't nested (No Caveman2Cosmos\Caveman2Cosmos\Assets, only Caveman2Cosmos\Assets)!

3. If game is on system drive "c:", then you need to run as admin.
 
The most bizarre part of all of this was that I started to get the bonus after being the first into a new era, and it kept getting bigger from there, that's what got me confused and wanted to look into it.
 
The most bizarre part of all of this was that I started to get the bonus after being the first into a new era, and it kept getting bigger from there, that's what got me confused and wanted to look into it.
WFL is 100% disabled in the prehistoric era in code, which explain why you noticed it suddenly appearing when entering the next era.

@Thunderbrd should I let WFL function in prehistoric era, AI no longer start with 2 cities on hardest diff, which I think was the rationale for disabling it as the impact of two starting cities on the mechanic was big.
I don't think we should allow goody huts to give tribes in the prehistoric era, don't know if that is a valid prehistoric outcome for goody huts atm or not.
 
I don't think we should allow goody huts to give tribes in the prehistoric era, don't know if that is a valid prehistoric outcome for goody huts atm or not.
i like goody huts, all mainly in PreH r given is Healers, and scouts etc anyways .. .
 
i like goody huts, all mainly in PreH r given is Healers, and scouts etc anyways .. .
They don't give settlers at all.
They do give techs (if they are valid - enabled by per tech boolean in tech infos), and research tho.
 
@Thunderbrd should I let WFL function in prehistoric era, AI no longer start with 2 cities on hardest diff, which I think was the rationale for disabling it as the impact of two starting cities on the mechanic was big.
I don't think we should allow goody huts to give tribes in the prehistoric era, don't know if that is a valid prehistoric outcome for goody huts atm or not.
It's more that it's such a strong modifier since things aren't very granular throughout that age is the problem. Even in the later end of the Prehistoric, some will have 2 cities maybe, others 5, and it can be too dramatic. Yes, definitely all the more with just a few or 3 vs 1 city. If we could more granularly introduce it somehow perhaps so its not so jarring as it kicks in might be a better overall solution?
 
It's more that it's such a strong modifier since things aren't very granular throughout that age is the problem. Even in the later end of the Prehistoric, some will have 2 cities maybe, others 5, and it can be too dramatic. Yes, definitely all the more with just a few or 3 vs 1 city. If we could more granularly introduce it somehow perhaps so its not so jarring as it kicks in might be a better overall solution?
How about; you know how it is "Mod = (cityPercent + popPercent) / 2" Where max Mod is 100=(100+100)/2
What about changing it to "Mod = (cityPercent + popPercent) / (numEras - currentEra)"
numEras=14
currentEra goes from 0 in prehistoric to 13 in the future era.
So in the prehistoric the max Mod would be 14.2=(100+100)/14, and in future era the max Mod would be 200=(100+100)/1.
I.e. the maximum help one could get from WFL would start off low and increase gradually per era.
 
How about; you know how it is "Mod = (cityPercent + popPercent) / 2" Where max Mod is 100=(100+100)/2
What about changing it to "Mod = (cityPercent + popPercent) / (numEras - currentEra)"
numEras=14
currentEra goes from 0 in prehistoric to 13 in the future era.
So in the prehistoric the max Mod would be 14.2=(100+100)/14, and in future era the max Mod would be 200=(100+100)/1.
I.e. the maximum help one could get from WFL would start off low and increase gradually per era.
Was going to propose exactly that but then thought that it might be too little impact in the first few eras after the Prehistoric, but the more I think on it the more maybe this is about right. Can't hurt to try it, particularly if we give it a global where we can shift on that adjustment vs going back if it doesn't feel right, or something that can maybe adjust the intensity like a dial based on this calculation as a basis, like to adjust the (numEras - currentEra + global)?


Hey while this is up for discussion... someone in another mod somewhere had proposed some amazing ideas that could add to WFL's overall method of thinking that would tie in more relevant factors and maybe said factors could be turned off or on in bug options. His proposal for his civ 5 or 6 mod was turned down but he'd really expanded the concept in some very interesting ways... I wonder if we could find and give the option to apply some of those additional factors. I had it saved at some point where it was but I can't remember now where I even saved that note...
 
By the way, was anything done to anarchy lenght on city capture? On long game speed, I'm looking at 30 turns on a size 1 city in ancient era. Honestly this is way too much. It needs to be cut by 2/3rds (kinda back to what it used to be).
 
By the way, was anything done to anarchy lenght on city capture? On long game speed, I'm looking at 30 turns on a size 1 city in ancient era. Honestly this is way too much. It needs to be cut by 2/3rds (kinda back to what it used to be).
i agree, thats why i changed mine to 0 all the time, cant stand it, its my opinion only, , , all u need to do is override, its that simple. .
 

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  • CIV4CivicInfos.xml
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The diplomacy menu doesn't seem to be working in Worldbuilder? I was trying to make one civ go to war with another but my clicks don't register at all.
I was also wondering,what exactly does the AI struggle with when Revolutions is on? I really miss using it but I don't want to make the AI even worse at combat than it already is.
 
i agree, thats why i changed mine to 0 all the time, cant stand it, its my opinion only, , , all u need to do is override, its that simple. .
The line would be <iAnarchyLenght>1</iAnarchyLength> and needs to be set for every civic, right? I used notepad++ to replace all and set it to 0.3, I felt that 0 is a bit too much like cheating. I'm not sure decimal values will work out though...
 
The line would be <iAnarchyLenght>1</iAnarchyLength> and needs to be set for every civic, right? I used notepad++ to replace all and set it to 0.3, I felt that 0 is a bit too much like cheating. I'm not sure decimal values will work out though...
its i so nope, must be integer
 
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