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

It would be nice if some of these guys would play test what they did before they change things. The Arsonist was the early bombard unit before you got early siege units. Now there is a "gap" or rather the ability to assault ancient cities is pushed back further in the tech tree. When something works why does someone else want to change it? And the unit was never OP imho. I won't even bother to build them anymore if they stay like they are now. Wasted unit and xml for this unit too.
I believe the idea is to force the use of the rams. It IS still a decent bombard capable unit IIRC.
 
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i just put them there to re-heal is all, didnt know that they cause that damn much anarchy in ur own city, and yes i own it . .
Banditry units like these can also take cities and turn them into barbs rather than your own so you'd want to be careful using them for invasions. That's why I asked because I couldn't tell if it was a barb city or yours from the image but I guess that's due to the city being in culture revolt.
 
Looks like I might've made a mistake, and occupation timer dependence on culture got unbounded. I'm assuming these are timers immediately after conquest?

Timers reappearing after bards entertaining though, I have no clue about.
It's essentially a culture flip revolt that brought this up I believe.
 
even when i move the highway ones out, i still get this:: which is waaaaay too much . .
Interesting... I wouldn't have expected it to be possible for moving them out to influence that actual time span in culture flip revolt... there may be some formulas now at work there I'm no longer at all familiar with.
 
A very minor issue in the latest SVN. I noticed that "Master Sea Hunter" is missing from the Pedia's 'Units | Special Units | Misc Units' branch. Other 'Master' types are there.
I just wanted to find out what tech/resource I need to build this unit from a Great Hunter.
Maybe you're seeing a reference to a WIP because I'm not remembering that being actually implemented yet. We were about to get some Sea Hunter units from DH and then he faded out of modding and it's still something I think we'd like to eventually get in. One would think we'd need Sea Hunter units before getting Master versions, though maybe I'm misunderstanding something.
 
I believe the idea is to force the use of the rams. It IS still a decent bombard capable unit IIRC.
The Arsonist can not bombard at all. The only good reason to have them now is to hold them as fodder until you get Grenadiers. Then you can upgrade this now worthless Arsonist to a Grenadier. The AI tries to use rams. The rams are useless too. So hey lets ruin a decent unit (arsonist) cause we want a totally worthless unit still built in the Medieval era (ram). SMH UGH! Implementation of both is fubared. And you can tell whomever changed them that too.
 
Also there is some weirdness in the build list in a city at times. Example Captol City can build Man o war 1 turn but next turn they are not in the list. But next turn they come back. Or I can go out of the Capitol city (when no man o war displayed) to another city and Man o War is there to build. When the Capitol can't build man o war, usually everything below it down to the War sloop is also missing. Go to another city and all vessels are present. I have found that I can also go out of the Capitol City when this is happening and then come back in and all the missing ships are back. Display issue with City Build list?
 
Also Why is it that when you Upgrade Patrol LE (Str 8) to Guard it too is str 8?

Also Game Hunter 2 is str 10. Upgrading it to Big Game Hunter which is also str 10 is redundant.

This is the 1st time in several years I have a game in the Ren Era and soon to be in Industrial Era. And the "quirks" are getting more pronounced. This is not a SM game either. Or any other Combat Option used either, Base Mil game.
 
Also there is some weirdness in the build list in a city at times. Example Captol City can build Man o war 1 turn but next turn they are not in the list. But next turn they come back. Or I can go out of the Capitol city (when no man o war displayed) to another city and Man o War is there to build. When the Capitol can't build man o war, usually everything below it down to the War sloop is also missing. Go to another city and all vessels are present. I have found that I can also go out of the Capitol City when this is happening and then come back in and all the missing ships are back. Display issue with City Build list?
Resources "flickering" used to be (even recently) a CULTURE "flickering" byproduct, which also "flickered" units from jointly used plots.
Not sure whether this is fully fixed, or maybe something is the cause in your case.
But I do know that there's an ANCIENT problem of "condition-based units (limited units, civic-based, and maybe resource-based) tending to not show up in the building list from time to time".
This is clearly a "code issue", though - the city simply doesn't update it's state correctly after you do something with its building list.
Which often (or used to) ends up with: once you add a Hero to the queue, DON'T remove it from there, or you probably will have to wait a turn for it to "respawn" on the list of available units.
Not sure whether THAT still happens, though.
 
CULTURE "flickering" byproduct
...

Not sure whether this is fully fixed,
Cultire flickering should have been fixed for good by latest svn, so if you still see it happening let me know.

Resource flickering may still happen on recalculating modifiers, but otherwise stable a few turns after loading.
 
The Arsonist can not bombard at all. The only good reason to have them now is to hold them as fodder until you get Grenadiers. Then you can upgrade this now worthless Arsonist to a Grenadier. The AI tries to use rams. The rams are useless too. So hey lets ruin a decent unit (arsonist) cause we want a totally worthless unit still built in the Medieval era (ram). SMH UGH! Implementation of both is fubared. And you can tell whomever changed them that too.
I mean collateral, not so much bombard, sorry... they're still the strongest collateral city empowered attacker.
 
Also Why is it that when you Upgrade Patrol LE (Str 8) to Guard it too is str 8?

Also Game Hunter 2 is str 10. Upgrading it to Big Game Hunter which is also str 10 is redundant.

This is the 1st time in several years I have a game in the Ren Era and soon to be in Industrial Era. And the "quirks" are getting more pronounced. This is not a SM game either. Or any other Combat Option used either, Base Mil game.
The unit review is not yet finished and will correct that sort of stuff. I will be trying to push it forward some here soon though. I'm told the tech adjustments are mostly ready.
 
I mean collateral, not so much bombard, sorry... they're still the strongest collateral city empowered attacker.
Arsonist have no Collateral Damage Promo. They are just a straight forward attack or defend unit now. One to One, Nothing special at all. Check the code/xml. They have been stripped down. Someone went too far and I'm guessing it was flabbert since he is the one mentioned by y'all about thinking it was OP. When it was not.
 
The unit review is not yet finished and will correct that sort of stuff. I will be trying to push it forward some here soon though. I'm told the tech adjustments are mostly ready.
I discovered, after I went ahead and upgraded the Guard to Marshal, that the marshall is actually str 17. So the Upgrade screen is wrong. Same for Patrol upgrade to Guard upgrade. This is a display screen wonkiness. Like saying a unit is 11.3 str when it is really 17 str. Lots of that in several lines like Hunters, Recon, etc. Don't see this problem in the main line mil units.

EDIT: @Blazenclaw,
I'm fully updated to what the SVN has to offer and @Somebody613 is Correct. There are still "anomalies".
 
Arsonist have no Collateral Damage Promo. They are just a straight forward attack or defend unit now. One to One, Nothing special at all. Check the code/xml. They have been stripped down. Someone went too far and I'm guessing it was flabbert since he is the one mentioned by y'all about thinking it was OP. When it was not.
They don't have a promo for it, they just HAVE collateral as a natural ability. But yeah, whether stripped too far down or not, the review has them as useful still.

I discovered, after I went ahead and upgraded the Guard to Marshal, that the marshall is actually str 17. So the Upgrade screen is wrong. Same for Patrol upgrade to Guard upgrade. This is a display screen wonkiness. Like saying a unit is 11.3 str when it is really 17 str. Lots of that in several lines like Hunters, Recon, etc. Don't see this problem in the main line mil units.

EDIT: @Blazenclaw,
I'm fully updated to what the SVN has to offer and @Somebody613 is Correct. There are still "anomalies".
That's interesting... wish I had time to address that. Seems Toffer's taking a breather as well. But I'm sure we'll be able to get to it at some point soon so thanks for pointing out the issue.
 
They don't have a promo for it, they just HAVE collateral as a natural ability. But yeah, whether stripped too far down or not, the review has them as useful still.
EDIT: Here is the xml for Arsonist. Where is the city defense reduction they used to have? The Bombard part that reduced City defenses? Collateral is against other units but does Nothing to reduce city defenses LIKE they used to do.
<iCost>125</iCost>
<iBaseUpkeep>1</iBaseUpkeep>
<iMoves>1</iMoves>
<iCombat>5</iCombat>
<iXPValueAttack>3</iXPValueAttack>
<iXPValueDefense>1</iXPValueDefense>
<iChanceFirstStrikes>2</iChanceFirstStrikes>
<iWithdrawalProb>15</iWithdrawalProb>
<iEarlyWithdraw>30</iEarlyWithdraw>
<iCollateralDamage>6</iCollateralDamage>
<iCollateralDamageLimit>17</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>2</iCollateralDamageMaxUnits>
<iCityAttack>50</iCityAttack>
<iCityDefense>-50</iCityDefense>
<UnitCombatMods>
<UnitCombatMod>
<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
<iUnitCombatMod>25</iUnitCombatMod>
</UnitCombatMod>
</UnitCombatMods>
<iBombardRate>3</iBombardRate>
<iAsset>3</iAsset>
<iPower>20</iPower>
<UnitMeshGroups>
<iGroupSize>2</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>2</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>

I don't see it. I do see BombardRate = 3. But you can't Bombard the city defense with the base Arsonist. I have tried.
Is it now attached to the City Attacker Promo? Is that the Promo that gives them the Bombard=3 ability?
And what was their Bombard rate before?
 
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Strange... I wonder if there's a bug in bombarding in general. As I look at other units, that's the tag its supposed to have to have some. I think it maybe used to be 5 at most. Something may have changed about the formula that may be causing it to round to nothing? I'm thinking there must be a problem in the coding somehow. Also, there's the potential that they do bombard but that you can't reduce the city you're up against any further than it already is (if we are basing this on a small selection of examples) because the city may be at minimum defense already. You can't bombard further at that point. I think there may be some strange def building xmls that don't have a range difference between their minimum and what they add to defense. If I had half a moment I'd take a look at the programming here but it does look like it should have about the bombard amount it should have, which should be enough to at least enable it to bombard the culture defense levels while those are still up higher than the walls. I'd like someone to take a look at the math as its playing out to see why it's not getting the option.
 
<iRangedWaveSize>0</iRangedWaveSize>
What does this tag do? Is this why the Arsonist can't reduce City defenses? Since it is set to "0"?
If you could describe it and upload a save with example, that'd be appreciated!
I'll see if I can get an example again. I deleted a bunch of the saves for this particular game. And I did explain it in detail in a post previously.

@Thunderbrd ,
Ship of the Line (str 24) and Man O War (str 24) used to have different str values. Getting the Man O war is not a boost to your navy now at all. Just costs more to build. The Man O War is an Upgrade for War Sloops and Brigantines though, while the Ship of the Line is not. Makes no sense why.

EDIT: One more thing Upon entering Industrial era Tech tree there are 2 techs that Say they give Iron Frigate; Steam Power and Steel. At Steam Power I got Steam Paddle ship but no Iron Frigate. Description cleanup needed.
 
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