v 26, and above ALL Bugs/Crashes reporting thread

Turn not progressing. Version 26 not SVN.

Just load, and end turn and it never completes right?

I'm afraid it plays through fine for me (SVN latest), so it looks like it's one of the hangs that has been fixed on the SVN since V26. I suggest you upgrade to SVN for now, assuming I have the right recipe (i.e. -just end turn on the save)
 
Whenever I kill a unit on someone's territory (that I don't have right of passage with) with a Rogue and get a captive it becomes stuck there.
 
Whenever I kill a unit on someone's territory (that I don't have right of passage with) with a Rogue and get a captive it becomes stuck there.

Just leave it, and go to next turn, fixed. . .
 
Three issues/observations:

1) The AI values gold higher than research (on a one-for-one basis - it values gold nearly twice as much). As a result it regards the university as a bad thing to build. IMO this is simply an out-moded view that may have worked in vanilla BtS, but doesn't make much sense in a C2C environment. What I will do (not today though since it isn't utterly trivial) is have it value gold in a way that depends on its treasury size and its total income (after all current expenditure). Thus if cash is tight it will value gold higher, if it has lots of cash, it will value research higher.

I have now made some changes to at least partially address this. For now it only applies to how the AI evaluates gold producing/consuming buildings (it could also be applied to how it values gold in trades, but that's a bit more involved since it should also take account of it's trading partner's need for gold too, or else it'll wind up being duped).

Basically the effect is to take less notice of gold production/costs if it's drowning in cash, and more notice if it's hard-up.

I have verified that with this tweak, Shen's savegame now builds universities.
 
My game regularly crashes when its generating a new map recently. Anyone else experiencing this? Are there ways to circumvent this?
 
Why don't properties cap at zero?
 
WfOC hangup ...
latest SVN

savegame attached

warning: huge game with 256x160 map - load with viewports on to be able to load
 
Why don't properties cap at zero?

Because we could potentially make Properties that could do stuff when their values are below zero. All we cap in the XML are the operational ranges (the areas in which they actually affect stuff), not their absolute ranges.
 
Just load, and end turn and it never completes right?

I'm afraid it plays through fine for me (SVN latest), so it looks like it's one of the hangs that has been fixed on the SVN since V26. I suggest you upgrade to SVN for now, assuming I have the right recipe (i.e. -just end turn on the save)

Yup that it, so guess Il upgrade.
 
Also there is no law enforcement unit to counter Btr Pst crime Until you get Masonry. As the trained dog unit promo for "Criminal" does not reduce crime. In fact I'm not sure it does anything.
If you're referring to the promotion "bloodhound" which give percentage against criminals, it is a battle bonus against criminal units as rouge, thief and so on.


EDIT: Apothocary unit doesn't receive experience from city when built.
 
Not sure if this was directed at me, but I don't avoid building BTr Pst or Trade post any more (I've bitten the bullet).

Also there is no law enforcement unit to counter Btr Pst crime Until you get Masonry. As the trained dog unit promo for "Criminal" does not reduce crime. In fact I'm not sure it does anything.

<snip>

JosEPh

Yes, it does. It will give the unit + something% combat vs Criminal units, which are Ambushers, Thieves, and so forth. It just doesn't display subcombats correctly ingame, which Thunderbrd is working on.
 
So the trained dogs with the Criminal promo do not reduce crime in the city they are stationed in then. That was why I saw no "effects" of the promo.

So it gives the dog a bit of str when it attacks a rogue, etc.. So how does this %combat stack up with the combat1 of 10% str or the other dog promo that gives 5% Str and 5% withdrawal (i think)?

Is it worth using over the combat 1?

JosEPh
 
So the trained dogs with the Criminal promo do not reduce crime in the city they are stationed in then. That was why I saw no "effects" of the promo.

So it gives the dog a bit of str when it attacks a rogue, etc.. So how does this %combat stack up with the combat1 of 10% str or the other dog promo that gives 5% Str and 5% withdrawal (i think)?

Is it worth using over the combat 1?

JosEPh

IIRC the Bloodhound line gives 20/40/60 percent bonus (cumulative per level) against Criminals.
 
IIRC the Bloodhound line gives 20/40/60 percent bonus (cumulative per level) against Criminals.

Is it not displaying the % amount it gains against criminals? Or are you just saying that subcombats aren't showing on the unit breakdowns in the pedia (known issue)?

That last part I have a concept on how I'm going to overcome it (though its not as optimal as I'd have liked since I don't know enough python or have enough understanding on where the standard unit combat is being displayed on the unit description in the pedia.)

But if there's something more afoot where the promo isn't showing the benefit vs Criminals then that's another issue I should know about.
 
Is it not displaying the % amount it gains against criminals? Or are you just saying that subcombats aren't showing on the unit breakdowns in the pedia (known issue)?

That last part I have a concept on how I'm going to overcome it (though its not as optimal as I'd have liked since I don't know enough python or have enough understanding on where the standard unit combat is being displayed on the unit description in the pedia.)

But if there's something more afoot where the promo isn't showing the benefit vs Criminals then that's another issue I should know about.

Last one. And I know that you're working on it. You should talk to AIAndy about messing with the CvGameTextMgr to get that to work if you are having issues.
 
Weird bug here, look at the unit mouseovers. They all say that the units have a national limit of 1, which is certainly incorrect. What caused that? The offending save is also attached.
 

Attachments

???

Nowhere in there does it say they have a national limit. I'm guessing you are seeing the 1 or 2 with a star - that means they start with 1 or 2 promotions.
 
???

Nowhere in there does it say they have a national limit. I'm guessing you are seeing the 1 or 2 with a star - that means they start with 1 or 2 promotions.

That's not what that star means at all. Which means that one way or another this is a bug. And yes it is rather confusing.
 
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