v 26, and above ALL Bugs/Crashes reporting thread

New bug, not related to the promotions issue. The ability of Great Persons to lightbulb technologies appears to have gotten messed up. My current game is in the early Renaissance. I have several Great Engineers, Merchants, Prophets, and Doctors available. All of them show Axe Making as their current lightbulb technology. If I use a Great Person to discover a tech, no tech is discovered, the Great Person is expended, and no other Great Person can discover a tech - the lightbulb button is gone (I went one turn beyond using the GP to see if it was just a one-turn problem or if it persisted). I hope the attached savegame helps.

About to push a fix to SVN. Thanks for pointing this out.
 
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?
There is some building that stops you from entering unless city defenses are recued below a certain percentage (gatehouse or something??). Could it be that?

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.

The AI sucks at (strategic especially) military stuff. Full stop. It's a big project to resolve that. The problem is that the AI has no 'central commend' if you like. Every stack is independent, so being at war is more a green flag for stacks to attack if they feel like it (in some sense) than a collective will to wipe out a specific opponent/take a specific target. There are some 'hints' the AI is able to set to encourage a degree of coordination, but it's really very lacking as a system. This is why you tend to see uncoordinated attacks by individual (albeit often large) stacks at erratic intervals.

I need to spend literally a month or two working on this area and nothing else, but right now I don't have time to do that. Maybe in a cycle or two's time.

What this really means (for the human vs AI aspect of the game) is that the AI essentially relies on out expanding and out teching you, while fighting good-enough defensive and/or guerilla wars. That's why the AI's economy is SOO important (and things that cause it to collapse like crime etc. which I've been trying to address lately were the first things to sort out). If it cannot out-economy you it's basically doomed, because it sure cannot out-fight you on anything like an equal footing.
 
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.

Because the rate at which it researches it doesn't Need to be 100%. Why not get some extra Gold in the treasury and get the same tech for the same number of turns at 90%. I do this as a player too. If it takes me 2 turns to get a tech at 100% but I start lowering the reseach % by the 5% increment and it Still only takes 2 turn I can lower it and put some money in the treasury for other uses. Sometimes I can lower the research rate down to 75-80% and still get that tech for 2 turns just as if I had left it on 100%.

One trade off is the carry over for the next tech If you have Multiple Research Option ON. Obviously you would have more carryover @100% than at 80%. But there are times when the carryover isn't going to significantly increase the research time of the next tech qued up. And other times when it will.

JosEPh
 
The problem is that the AI has no 'central commend' if you like. Every stack is independent

wow, that is something I did not know. so it just builds stacks and leaves them sitting around doing nothing. then when war breaks out it sends the stacks to die or whatnot, then that's it? no replacement stacks?

still curious why we have so many cities building research instead of units though, it's not like we have a gigantic military. it's bigger than all the other nations but it's obviously not big enough for the AI to take any Sioux cities(we haven't) so why not produce more units?
 
wow, that is something I did not know. so it just builds stacks and leaves them sitting around doing nothing. then when war breaks out it sends the stacks to die or whatnot, then that's it? no replacement stacks?

still curious why we have so many cities building research instead of units though, it's not like we have a gigantic military. it's bigger than all the other nations but it's obviously not big enough for the AI to take any Sioux cities(we haven't) so why not produce more units?

Maybe because the AI sees a tech down the tech tree that will give it a boost in the direction it's trying to reach. A Better Unit, Unlock a resource it needs or bldg or wonder? If you fall behind in Research you are toast. I think Koshling has put enough work into the AI that it "understands" this. It's not totally random in everything it does.

Also things like Leader Traits and AIweight push/pull an AI into certain decision making paths.

Just because you would build more units doesn't mean the AI needs to.

JosEPh
 
Maybe because the AI sees a tech down the tech tree that will give it a boost in the direction it's trying to reach. A Better Unit, Unlock a resource it needs or bldg or wonder? If you fall behind in Research you are toast. I think Koshling has put enough work into the AI that it "understands" this. It's not totally random in everything it does.

Also things like Leader Traits and AIweight push/pull an AI into certain decision making paths.

Just because you would build more units doesn't mean the AI needs to.

yet the AI (we) started all these wars. and then doesn't want to fight them. it's a bit of a paradox, isn't it? going to war, and then setting all the cities to research instead of war... isn't the point of going to war to capture the enemy's cities? with the tech lead we already have, it would be easy. there is no need to catch up in tech to a non-existant advanced enemy.
 
yet the AI (we) started all these wars. and then doesn't want to fight them. it's a bit of a paradox, isn't it? going to war, and then setting all the cities to research instead of war... isn't the point of going to war to capture the enemy's cities? with the tech lead we already have, it would be easy. there is no need to catch up in tech to a non-existant advanced enemy.

Like I say - the strategic AI in Civ IV sucks - one hand doesn't know what the other is doing. Even if it did, I wouldn't necessarily expect all cities to be building units. It may well make more sense to build units in the cities that produce highly promoted ones/produce them at lower cost, and build research in some others to keep that flowing. If ALL your cities are set to Research that is slightly surprising (and indeed, very dumb).

@Joseph - too anthopomorphic! Research is just viewed as a generally good thing by the AI. It knows what tech path is best for its current needs, but it doesn't prioritize research over other activities because of any particular research goal.
 
svn 3902

i've got another stuck end turn thing going on, here's the log and a somewhat recent save. the log shows it has some trouble but gets past it, then next turn it can't get past the same trouble for some reason

http://www.filedropper.com/bbai_1

http://www.filedropper.com/autosavead-0596

I cannot reproduce this auto-playing from your save game (went through 10 turns fine, which is about the limit of what I can try in the DEBUG version as that represents about 2 hours processing timer).

I have an inkling what might be causing it and will be making a speculative fix. If you're able to get a more reproducible case (i.e. - end turn from the save ideally) please let me know (BTW, I assume you are NOT playing these games with 'new random seed on load, because that totally screws up any reproducibility from saves typically)

Edit - I will autoplay 20 turns in the release build with my putative fix before pushing to SVN.
 
yea I can't get it to do it again unfortunately. no, random seed is off- that should show up in victory conditions window, on the settings tab
 
@Koshling:

I've set the AIWeight for Disease to 0 on the SVN like you suggested. I'll have to remember to reset it to normal once the Disease Mod is fully implemented.
 
yea I can't get it to do it again unfortunately. no, random seed is off- that should show up in victory conditions window, on the settings tab

Ok, no problem. It played the next 20 turns no problems with the fix, so there's a decent chance I got it I think.

Also your logs showed up a problem with evaluation of replacement buildings, and the autoplay after the fix showed it started building things that it wasn't previously due to this (steamboat ports, ceramic factories, etc.). It'll be updated on the SVN very shortly.
 
This mod is great but (at least at my PC) playing it in the late Ancient or later Era is a nightmare. Crashes may occur even each turn (not only CTD: I had also a BlueScreen). Good ways to make a crash:

- move the cursor over a city with a large garrison or a large stack of units (100%)
- enter the WorldBuilder (100%)
- add something to a big build queue (sometimes)
- wake some units and give them orders (sometimes).

After the last crash I have given up. I include a zip file with the last save, minidump and some logs.

My system is: Win XP PL SP 3, Intel Pentium III Xeon Core 2 Duo 2.93 GHz, 3 GB RAM, NVIDIA GF 9500 GT with 1 GB RAM. I play at 1280x1024 with Medium graphic settings but crashes occured also when I changed them to Low. I play C2C v. 26 with the latest patch and BTS is patched to 3.19.

S.
 

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This mod is great but (at least at my PC) playing it in the late Ancient or later Era is a nightmare. Crashes may occur even each turn (not only CTD: I had also a BlueScreen). Good ways to make a crash:

- move the cursor over a city with a large garrison or a large stack of units (100%)
- enter the WorldBuilder (100%)
- add something to a big build queue (sometimes)
- wake some units and give them orders (sometimes).

After the last crash I have given up. I include a zip file with the last save, minidump and some logs.

My system is: Win XP PL SP 3, Intel Pentium III Xeon Core 2 Duo 2.93 GHz, 3 GB RAM, NVIDIA GF 9500 GT with 1 GB RAM. I play at 1280x1024 with Medium graphic settings but crashes occured also when I changed them to Low. I play C2C v. 26 with the latest patch and BTS is patched to 3.19.

S.

From what I see there, you need the 3GB switch or it won't work well. Sounds like that could be the issue for ya.
 
Officium replaces Counter's hut, and Modern Offices replaces Officium
Is it by design that Officium and Modern Offices does not reduce crime as the counter's hut?
 

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Officium replaces Counter's hut, and Modern Offices replaces Officium
Is it by design that Officium and Modern Offices does not reduce crime as the counter's hut?

I haven´t designed them, but I would guess: yes it is.
Having one person in a tribe that can count ( coutners hut) makes you noitce things missing, and in turn prevent stealing part of the harvest etc.

But later offices are not realy made for that. One could argue, that they even are a source of crime ( tax evasion for example).
And by the time you build Officium you got other means to supress crime. More so with Modern Offices.
By the time you build coutners huts you usually got few alternatives. The chiefs hut is the only one that comes to mind right now, sicne puplic stonings unhealthiness let´s me shun it. I usually got enough health problems already.
 
Thanks a lot! Crashes still occur, but not so often and the game is playable. BTW: how to make game to autosave each turn?

S.

In that case definitely a memory issue. Playing with viewports on should help that substantially (as would adding another 1G RAM ;))
 
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