v 26, and above ALL Bugs/Crashes reporting thread

@Hydro:

I'm still seeing issues with early-game happiness. I think that perhaps Homeless should require that you have access to some sort of housing first.
 
@Hydro:

I'm still seeing issues with early-game happiness. I think that perhaps Homeless should require that you have access to some sort of housing first.

Thing is to remember, are you just playing a game or trying to play realism game.

If you have in your mind that its just a game game, then you are correct. But if your trying to make it more realistic then the UN-Happiness is correct.

You have to really remember how you are starting the game, NO lights, No fire, eating RAW meat (yuck) ,No real living space, No real clothing, No warmth, life expectancy only around 20 years old, its just plain NO NO NO No for everything when you are starting, and back then also remember human even didnt know how to talk.
No "real" vocal cords, they just grunted.

Also all the AI start that way, not just you. . . but its over in a short time anyways, . .

So saying all that, what do you suggest, real gameplay or un-realistic gameplay?:hmm:

Either that or convince Hydro differently :spank:
 
How could they be unhappy that they don't have something they don't even know they could have?
 
How could they be unhappy that they don't have something they don't even know they could have?

:lol:ahahahahahaa good one, i never even thought of that, ahahaa:lol: Dang someone else besides DH finally making me laugh. . . :lmao: but good point also. ..

DH: AIAndy got there before you, what the / / /???:rolleyes: (Oh thats right, he's with his Mum, i forgot).
 
Perhaps AIAndy should add a 3rd general city value called "malaise" to go along with the health/unhealth and happy/unhappy settings. You would get an increase in malaise points when there is something bothering your population but they don't know what. I'm not sure what the corresponding opposite value would be, perhaps "ease" as in "at ease".
 
@Hydro:

I'm still seeing issues with early-game happiness. I think that perhaps Homeless should require that you have access to some sort of housing first.

its really at the minimum now. If you get Language you can offset it or just build a cave or research shelter buildings. There are quick ways to resolve the issue. In short its suppose to be that way. Especially now that the pests have been moved back.

How could they be unhappy that they don't have something they don't even know they could have?

Tell that to a baby that is crying. It might not even know why its unhappy.
 
its really at the minimum now. If you get Language you can offset it or just build a cave or research shelter buildings. There are quick ways to resolve the issue. In short its suppose to be that way. Especially now that the pests have been moved back.



Tell that to a baby that is crying. It might not even know why its unhappy.

Having that initial unhappiness is bad for gameplay because it's not fun. You're already starting with next to nothing, and this is really annoying for me. And, babies don't cry only to express unhappiness. Crying is their only method of communication.
 
What do you suggest then? If I move it to Shelter Buildings then you might not even get homeless at all. I would say add a :) to the palace but it already has one.

You could always play on an easier setting.

If Homeless will only ever be around before Shelter Building, then it is a flawed mechanic. If however it is designed to provide an incentive to have resources later on for housing, then moving it to Shelter Building won't hurt.
 
Is it possible to have the unhappiness only kick in at a tech level that would indicate we can have housing but don't for whatever reason?

Or can we make the penalty a .5 unhappiness per population so that it doesn't throw us one until pop 2?
 
hello, my tannery burns in fire and when i try to rebuilt, asks for storage pit, but my storage pit becomes a granary.

I think tannery must have prerequisites of storage pit and the granary.
 
If Homeless will only ever be around before Shelter Building, then it is a flawed mechanic. If however it is designed to provide an incentive to have resources later on for housing, then moving it to Shelter Building won't hurt.

It depends upon your situation.

1. You build Cave Dwellings before reaching Shelter building and the Caves replace Dwelling (Homless).

2. You have grass terrain nearby and it auto-builds Grass Huts once you research Shelter Building.

3. You built a stick gatherer in your city and it auto-builds Lean-Tos you research Shelter Building.

If not then you will still have Housing (Homeless) when Shelter Building has been researched.

Is it possible to have the unhappiness only kick in at a tech level that would indicate we can have housing but don't for whatever reason?

Yes its possible. You could have +1 :mad: at X tech on a building. Just like health, science, food, etc can be triggered by a tech.

Or can we make the penalty a .5 unhappiness per population so that it doesn't throw us one until pop 2?

I don't know. But I think cities already can get unhappy as they grow larger.

hello, my tannery burns in fire and when i try to rebuilt, asks for storage pit, but my storage pit becomes a granary.

I think tannery must have prerequisites of storage pit and the granary.

The storage pit / granary is being looked into. We already know this is a problem for many early buildings. Thanks for reporting. We will try to solve this bug asap.

In the meantime try to build the Barter Post or the Trading Post.
 
From Sdtslick's screenshots:

Same here on the screenies, especially the 2nd one. Since what they want from you is "Blank". you really do not know if it's free Or that they actually took something but is not displayed.

Not good.

JosEPh
 
Came across a couple of especially generous diplomacy trades from AI.

1.
Spoiler :
wHdT0.jpg


2.
Spoiler :
vdmB8.jpg


Would BBAI.log be helpful for this?

No, but a save game in which the proposed trade can be reproduced would be...
 
What do you suggest then? If I move it to Shelter Buildings then you might not even get homeless at all. I would say add a :) to the palace but it already has one.

You could always play on an easier setting.

Does the same thing on Noble.

JosEPh
 
Italians seem to be over emphasizing healers.
Spoiler :
dfsF6.jpg


From BBAI.log
Spoiler :
Units:
[172535.875] Settler: 4
[172535.875] Worker: 12
[172535.875] Explorer: 9
[172535.875] Javelineer: 4
[172535.875] Spearman: 3
[172535.875] Archer: 8
[172535.875] Canoe: 2
[172535.875] Trained Dogs: 1
[172535.875] Ambusher: 4
[172535.875] Rogue: 2
[172535.875] Town Watchmen: 9
[172535.875] Hunter: 4
[172535.875] Subdued Aurochs: 1
[172535.875] Healer: 15
[172535.875] Stone Axeman: 6
[172535.875] Stone Maceman: 6
[172535.875] Subdued Sabretooth: 1

The problem here is actually nothing to do with any AI issues (it's doing EXACTLY the right thing). The problem lies in the XML.

Currently PROPERTY_DISEASE has:
Code:
			<iAIWeight>-100</iAIWeight>
			<AIScaleType>AISCALE_CITY</AIScaleType>
			<iOperationalRangeMin>0</iOperationalRangeMin>
			<iOperationalRangeMax>1000</iOperationalRangeMax>
These are EXACTLY the same tuning number as as PROPERTY_CRIME. What they say is:
  1. Disease values below 0 don't get any better
  2. Disease values above 1000 don't get any worse
  3. Being N% through the 0-1000 range is as bad for disease as it is for crime
However, the pseudo-buildings from disease all occur within a range of 0-100 (so there is no point fighting to lower disease from 300 to 200 - they are the same in their effects), and in practice the effects of disease at higher levels is no where near as bad as it is for crime.

Anyway, the result of this is that the AI sees its cities at high levels of disease, so it prioritizes trying to bring them down. Since healers were given anti-disease sources recently, and they are pretty much the ONLY way to fight it, the result is the AI builds a ton of healers.

Two thing to change:

1) The operational range should reflect the disease range over which effects occur (which appears to be 0-100 currently)

2) The AIWeight needs to better reflect how bad those effects are (and thus how much effort to put into fighting them)

Looking at one of my saves, it appears disease simply cannot be fought effectively currently (at least up to classical), which IMO makes it a somewhat broken mechanic), and it just isn't practical to keep levels below 100. I therefore recommend setting the AIWeight on disease to 0 until the disease system is more balanced, so that the AI just ignores it.
 
More automation.

It's turn 1167 here in svn 3902, we are at war, and I noticed we cannot see the units in this Sioux city... all it says is we can't enter. http://i46.tinypic.com/xq9uky.jpg that seems a bit silly... is it intentional to prevent you from seeing the units? is there a way to enable seeing them?

also, this war has been going for a while now and nobody is really... doing anything. most of our cities are set to Research, rather than unit production even though we have a massive surplus of cash per turn. http://i46.tinypic.com/24y07if.jpg And it's not like the enemy is far away. we're at war with the Sioux, who are the other major kingdom on this continent, and also the Uzbeks, who are a tiny nation also on this continent. But we haven't been fighting them much at all. The real battles have been at sea, which is fine, but it seems silly because this isn't civ 5 and you can't capture cities with ships here. so I thought, maybe we have enough units and it simply wants to tech forward to upgrade the units? http://i50.tinypic.com/2s8442a.jpg

Really the most bothering thing is we are supreme in technology, so Research should not be a priority... if it were me playing I would be building siege equipment in every city and rushing the Sioux. we have -no- siege equipment anywhere! and we're at war with 6 nations!

cities just research research research. I checked in about 100 turns ago and forced the AI to use two of its 4 settlers (it still has 2 sitting around from thousands of years back), also forced it to build the available hero units and world wonders, then set it to automate again and all it wants to do is Research.

bbai so far: http://www.filedropper.com/bbai

and as a stupid side note question type thing, if it -really- wants to research so hard, why the hell is it sitting at 95% science rate? it is always like this, either 90% or 95%, never full 100% science.
 
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