Solver's Unofficial BtS Patch

I'm back here... just looked through the reports. That Settler crash some of you are encountering is strange. I think I know where the negative inflation is coming from, the code allows it to happen, though it should be rare - will fix.

EDIT: Hmm, perhaps those of you who are crashing are having the problem because of BlueMarble...

No, never used Blue Marble
 
I'm feeling lazy today, but nonetheless...

Updated

* Fixed Quick-speed crash (whoops)
* Auto-explore change per Bhruic.
* Auto-explorers will heal when wounded.
* Advanced start population selling fixed per Gyathaar
* Fixed the AP-conversion hammer bug
 
I'm not sure if you want to include this, as it's pretty kludgy, but... As a fix to the "AI builds endless ships" problem:
Code:
void CvCityAI::AI_chooseProduction()
change:
Code:
if (AI_chooseUnit(UNITAI_ATTACK_SEA))
{
	return;
}
if (AI_chooseUnit(UNITAI_PIRATE_SEA))
{
	return;
}
if (AI_chooseUnit(UNITAI_RESERVE_SEA))
{
	return;
}
to:
Code:
if (kPlayer.AI_getNumAIUnits(UNITAI_ATTACK_SEA) + kPlayer.AI_getNumAIUnits(UNITAI_PIRATE_SEA) + kPlayer.AI_getNumAIUnits(UNITAI_RESERVE_SEA) < (kPlayer.AI_getWaterDanger(plot(), 4) * 3))
{
	if (AI_chooseUnit(UNITAI_ATTACK_SEA))
	{
		return;
	}
	if (AI_chooseUnit(UNITAI_PIRATE_SEA))
	{
		return;
	}
	if (AI_chooseUnit(UNITAI_RESERVE_SEA))
	{
		return;
	}
}

Note: The "* 3" can be changed to some other number if it's deemed too low/high, it just seemed a decent starting spot.

Bh
 
quick one, why the complete decoupling of inflation from corp maintenance rather than a reduction in the inflation multiplier?
 
I think the following code change fixes the bug(?) that workers building automated trade network go to full automation.

Code:
void CvUnitAI::AI_networkAutomated()

Remove the following:

Code:
if (AI_improveLocalPlot(3, NULL))
{
	return;
}

if (AI_nextCityToImprove(NULL))
{
	return;
}
 
I think the following code change fixes the bug(?) that workers building automated trade network go to full automation.

I've noticed this too but it seems to me that they only go into full automation after your entire landmass is covered with roads. That and they always build workshops for some reason...
 
I've noticed this too but it seems to me that they only go into full automation after your entire landmass is covered with roads. That and they always build workshops for some reason...

Yes, that's true, but I've seen a ton of complaints about it, with some people claiming that it makes the game practically unplayable. There's a reason that there are two separate automation buttons. If you want workers to build improvements, set them on full automation. When they're set on 'Automate Trade Network', you only want them to build trade network, not general improvements.
 
There's a reason that there are two separate automation buttons. If you want workers to build improvements, set them on full automation. When they're set on 'Automate Trade Network', you only want them to build trade network, not general improvements.

Thanks for patronizing me :lol: I know the difference and I've been doing the later. I never fully automate my workers.

The problem is after everything is built they obey all the fully automated worker settings. That is, if you turn on "leave old improvements" and "leave forests" you probably won't notice anything because by the time all the roads are built and resources are hooked up there aren't many tiles left to improve. It just happens that a few times I've caught a few workers sitting on the same tile building a workshop when I didn't give them instructions to do so.

For most, it's probably non-issue (like I said, I barely even noticed) but it is a bug none the less.
 
I've noticed a problem. On my epic-length games, the water poisoning and unhappiness increasing spy missions still add 12 happiness/unhealthiness, but it works fine in marathon speed (8 over 24 turns). I'm playing on Hemispheres, if it's any help.
 
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