v 26, and above ALL Bugs/Crashes reporting thread

I have a bug probably related to multi features. (Hotseat save attached. SVN 3895)
The tile directly south of Trireme Alpha (Hean Teav) is a tropical ocean tile, while it should be a tropical coast. IIRC that tile was not always ocean, but I don't know when or what was the cause of the change.

Also there are two tiles near the city of Nesi which is now ocean, but was coast before.
Unfortunately I don't have the before change savegame :sad:.
Tropical ocean or coast are both terrain, not features so it can't really have anything to do with the multi feature mod.
 
Tropical ocean or coast are both terrain, not features so it can't really have anything to do with the multi feature mod.
You are right, I was too quick about guessing. But it is still a bug. Maybe saving loading between different SVN may caused it?
 
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
 

Attachments

Do you have viewports on? I had to switch to Viewports because I was getting MAF's due to the size of the map.

I think your latest solution fixed almost everything -- I tried a recalc and the only lost promotion was a Female Shinto Missionary that obsoleted its Morale promotion. Morale was a bonus from the Famen Temple wonder. Did you do anything with Morale? It can be granted for free by both Famen Temple (Missionaries only) and Kong Miao.

I've a suspicion I might've still set the SVN compatability update catch wrong for her - presuming she may have been the only unit you made last turn or something along those lines perhaps. Certainly nothng special was doe to Morale (though if its possible for it to tech obsolete that could answer for that effect also.)

Keep playing through then and let me know if more issues with promos crop up. Thanks for pointing out what you have.
 
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

Can you find out for me what UnitAI type it built them under please. If you have chipotle enabled ctrl-hover will show you the unitAI for each group. The full BBAI log should also show a reason at the time the build is queued, if you still have the logs for when they were being built.
 
Can you find out for me what UnitAI type it built them under please. If you have chipotle enabled ctrl-hover will show you the unitAI for each group. The full BBAI log should also show a reason at the time the build is queued, if you still have the logs for when they were being built.

Looking at the XML, my question is, is there a good reason for the Healer to have UNITAI_ATTACK as an option? Because that doesn't make much sense to me.
 
Looking at the XML, my question is, is there a good reason for the Healer to have UNITAI_ATTACK as an option? Because that doesn't make much sense to me.

It may be necessary to get hem included in attack stacks. What's its default AI?
 
Picture is attached, the stack with the green mark.
And I see that to play the save with version 26 is no trouble? Perhaps I can just see for myself if this fixes it.

Yes, you should just be able to move to a new version with this save, though obviously he balance of things will have shifted a bit. Also my tests were on latest SVN, not V26 release, so I can't speak for that with certainty, in regard to your sve working.
 

And this is the main reason, as I've said before, that Healers need their own AI. Especially with the new healing abilities they have pending. Reserve is a horrible pick for them as from what I could see it mostly represents all those units that have a somewhat undefined role but get thrown into wherever they are needed, including city defense, attack stacks, etc... It's the best of what we have for them at the moment because at least they tend to get injected around at random and in so doing fulfill their role (most of the time).

Remember that Vanilla didn't have this firm separation of medical units as we have here so we're working with an AI toolkit that wasn't prepared for that. If I had a greater grasp ON ai and I was working independantly, I'd definately have generating a healer AI setting on my own list. But I know you're a lot more clever than I when it comes to getting our units to function better (I mean that) so I've been leaving them up to you to sort out.

But when considering Healers and how they should operate, please try to provide them with the ability to include the capacity to fulfill the needs expressed in what I just explained last night in the Modders Documentation on Diseases.
 
And this is the main reason, as I've said before, that Healers need their own AI. Especially with the new healing abilities they have pending. Reserve is a horrible pick for them as from what I could see it mostly represents all those units that have a somewhat undefined role but get thrown into wherever they are needed, including city defense, attack stacks, etc... It's the best of what we have for them at the moment because at least they tend to get injected around at random and in so doing fulfill their role (most of the time).

Remember that Vanilla didn't have this firm separation of medical units as we have here so we're working with an AI toolkit that wasn't prepared for that. If I had a greater grasp ON ai and I was working independantly, I'd definately have generating a healer AI setting on my own list. But I know you're a lot more clever than I when it comes to getting our units to function better (I mean that) so I've been leaving them up to you to sort out.

But when considering Healers and how they should operate, please try to provide them with the ability to include the capacity to fulfill the needs expressed in what I just explained last night in the Modders Documentation on Diseases.

Agreed. I'll do this next week (give them their own AI that is)
 
I have a bug probably related to multi features. (Hotseat save attached. SVN 3895)
The tile directly south of Trireme Alpha (Hean Teav) is a tropical ocean tile, while it should be a tropical coast. IIRC that tile was not always ocean, but I don't know when or what was the cause of the change.

Also there are two tiles near the city of Nesi which is now ocean, but was coast before.
Unfortunately I don't have the before change savegame :sad:.

That looks like it may be a bug with the volcano event. I am not at my computer now so I wont be able to look at it for a week. Would someone be kind enough to make a task for it linking to the original post. Thanks.
 
Something I noticed today while selling off buildings (Ctrl-A) to try to contain air/water pollution -- obsolete buildings can be sold. Is this working as intended, or is it a bug? I think buildings that go obsolete should automatically be sold. I think Civilization II did this when Barracks go obsolete. It feels like a "trick" mechanic otherwise.
 
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?
 
Came across a couple of especially generous diplomacy trades from AI.

yea i've seen plenty of those too, but mostly for religions or religious-track techs which are useless once they have been founded as religions. lead working is a new one. the only thing I can guess is they didn't value it at all - how many other civs had it at that time?
 
how many other civs had it at that time?
I've met 5 AI, of these 3/5 had lead working. Either way both these are not dead end techs.

Last couple of games i've played with no tech trading since I abuse it too much :lol:
But now that AI has improved thought i'd play with it on since I hate how long it takes to tech to modern era.
 
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