v 26, and above ALL Bugs/Crashes reporting thread

@Koshling:

There is some very interesting data in part 12 of the BBAI logs. I'll list the two main points I'm noticing, and you can look and see if they are valid and if there is anything else amiss.

  • The AI does not respond well to unconventional warfare. As you will see, I sent my army through Carthaginian territory with near impunity wrecking the countryside and crippling their economy before I lose my army over time. This really stunted their growth I believe and is an area where the AI could have responded better.
  • The AI does not seem to understand the concept of staying under city limits. IIRC some of them were three over the limit, although they could have somehow reached Monarchy before me, but that's unlikely.
 
@Koshling:

There is some very interesting data in part 12 of the BBAI logs. I'll list the two main points I'm noticing, and you can look and see if they are valid and if there is anything else amiss.

  • The AI does not respond well to unconventional warfare. As you will see, I sent my army through Carthaginian territory with near impunity wrecking the countryside and crippling their economy before I lose my army over time. This really stunted their growth I believe and is an area where the AI could have responded better.
  • The AI does not seem to understand the concept of staying under city limits. IIRC some of them were three over the limit, although they could have somehow reached Monarchy before me, but that's unlikely.

To the first point, yes absolutely.

T the second, it understands them fine. It will exceed them only if that doesn't cause a lot of net unyness however, so uless you're seeing it exceeding them AND having many cities with net negative happiness, the pat is not an indication of a problem.
 
Use units to combat crime hotspots. (town watch etc.)

I have used every type of units there are and buildings, crime is rampant no matter what. I dont have policemen yet, those help a great deal. The crime numbers simply don't add up with deterrents or remedy methods why I'm bringing this up in the bugs thread. If I refrain from building Meeting hall, harbors, ports, etc then hey it is fine, but you have to build those types of buildings.. :sad:
 
I have used every type of units there are and buildings, crime is rampant no matter what. I dont have policemen yet, those help a great deal. The crime numbers simply don't add up with deterrents or remedy methods why I'm bringing this up in the bugs thread. If I refrain from building Meeting hall, harbors, ports, etc then hey it is fine, but you have to build those types of buildings.. :sad:

What game speed and difficulty settings? The reason I ask is that I am able to contain crime to around say 100 ish (which seems perfectly livable with) in my games, so we are obviously seeing something different. Could you post a save?
 
I found an issue with Properties -- obsolete buildings are still generating pollution (and most likely crime and disease) as if they were still active.

In the attached savegame, if you go into Paris and Ctrl-A to sell off the Fire Pit, it causes the Air Pollution to drop. The Fire Pit has been obsolete ever since Iron Working, so why is it still generating pollution? If you're trying to keep pollution under control, it can be a bother to track down the contributions from obsolete buildings that have disappeared off the city's building list.
 
One more little thing - it looks like Falconet got an extra zero in its cost somewhere. I don't think it's supposed to be 10 times as expensive as the Motar.

View attachment 334614View attachment 334615

Yup, that was the issue. I've fixed that now. Could you look and see if there are any other stupid errors like that please? Thanks.

Edit:

Also, would you be willing to post that save? I'd like to see how the new building costs stack up now.
 
I found an issue with Properties -- obsolete buildings are still generating pollution (and most likely crime and disease) as if they were still active.

In the attached savegame, if you go into Paris and Ctrl-A to sell off the Fire Pit, it causes the Air Pollution to drop. The Fire Pit has been obsolete ever since Iron Working, so why is it still generating pollution? If you're trying to keep pollution under control, it can be a bother to track down the contributions from obsolete buildings that have disappeared off the city's building list.

@Hydro - I'm going to be fixing this today, but please note there is a balance issue here, because it will apply to obsoleted/replaced crime-FIGHTING buildings too, so it cuts both ways. In particular some early crime fighting buildings (counter's hut is one that I noticed) are replaced by buildings that do NOT have crime fighting properties, so once this bug is fixed crime is going to go up in the later game due to the obsolete/replaced buildings still actually having contributed previously.

IMO any replacement for a building that fights crime should also fight crime...
 
@Koshling:

There is some very interesting data in part 12 of the BBAI logs. I'll list the two main points I'm noticing, and you can look and see if they are valid and if there is anything else amiss.

  • The AI does not respond well to unconventional warfare. As you will see, I sent my army through Carthaginian territory with near impunity wrecking the countryside and crippling their economy before I lose my army over time. This really stunted their growth I believe and is an area where the AI could have responded better.
  • The AI does not seem to understand the concept of staying under city limits. IIRC some of them were three over the limit, although they could have somehow reached Monarchy before me, but that's unlikely.

I've checked the logs now, and the big civs are indeed well over the limit, but also have net happiness to spare still, so it's fine.
 
I've checked the logs now, and the big civs are indeed well over the limit, but also have net happiness to spare still, so it's fine.

OK, good to know. I was wondering how they could keep 16 cities without issues, as I was starting to have some issues and I wasn't over the limit.
 
Hover over for spy is not working. In image 1 it says that my spy will get 40XP but as you can see in image 2 it gets none. This is because the hover over it saying that the spy will get melee unit XP.

A save game is attached, just build the spy in Thebes.
 
Hover over for spy is not working. In image 1 it says that my spy will get 40XP but as you can see in image 2 it gets none. This is because the hover over it saying that the spy will get melee unit XP.

A save game is attached, just build the spy in Thebes.

Ok, thanks for the save - I'll look into that issue once I'm done with Volkarya's save.
 
@Hydro - I'm going to be fixing this today, but please note there is a balance issue here, because it will apply to obsoleted/replaced crime-FIGHTING buildings too, so it cuts both ways. In particular some early crime fighting buildings (counter's hut is one that I noticed) are replaced by buildings that do NOT have crime fighting properties, so once this bug is fixed crime is going to go up in the later game due to the obsolete/replaced buildings still actually having contributed previously.

IMO any replacement for a building that fights crime should also fight crime...

That one was a special case. Most do have a property on the building it upgrades to. I was not aware that they did not obsolete the properties went obsolete so they were made with the assumption that the properties would obsolete. So there should not be any problems.
 
I found an issue with Properties -- obsolete buildings are still generating pollution (and most likely crime and disease) as if they were still active.

In the attached savegame, if you go into Paris and Ctrl-A to sell off the Fire Pit, it causes the Air Pollution to drop. The Fire Pit has been obsolete ever since Iron Working, so why is it still generating pollution? If you're trying to keep pollution under control, it can be a bother to track down the contributions from obsolete buildings that have disappeared off the city's building list.

I cannot find any evidence of a bug here. When I sell the fire pit in Paris no building processing is triggered (as one would expect since it's already inactive), and no change to the displayed properties occurs (it might well do the next turn, but if so I don't think this is why - just coincidence).

I have also set breakpoints on the property manipulators and verified that none is being processed for any fire pit in any of your cities.

However, the save is illustrative of an interesting performance bottleneck, so I'll shift to seeing what I can do about that instead!
 
@Koshling:

BBAI logs part 13. THe AI is beginning to stagnate, as I have surged ahead of everyone I know of. You may want to look into what is causing their stagnation and how to help that.
 
The icon of resource Resin is the same icon of resource Lhama.
My hunters and my rogue in auto patrol and auto hunt attacks even if the odds are very low. I put 75 of minimal odds and them are attacking with 10% odds.
 
I cannot find any evidence of a bug here. When I sell the fire pit in Paris no building processing is triggered (as one would expect since it's already inactive), and no change to the displayed properties occurs (it might well do the next turn, but if so I don't think this is why - just coincidence).

I have also set breakpoints on the property manipulators and verified that none is being processed for any fire pit in any of your cities.

However, the save is illustrative of an interesting performance bottleneck, so I'll shift to seeing what I can do about that instead!

Maybe it was just a display bug. I tried updating my SVN, and I saw that the constant air pollution from buildings changed after I loaded a save, recalculated the modifiers (no immediate change), saved the game, and then reloaded it. I don't know for sure.
 
Yup, that was the issue. I've fixed that now. Could you look and see if there are any other stupid errors like that please? Thanks.

Edit:

Also, would you be willing to post that save? I'd like to see how the new building costs stack up now.

It's the same save that I posted for the properties bug. I'm not sure what is going on, because I was trying to reload a couple different saves and the modifier seemed to swing back and forth.

Keep in mind this save is on Snail speed and Deity difficulty. I think I'm comfortable with flexible difficulty going all the way to Deity in the middle game - I haven't tried starting on anything above Noble.
 
Two problems:-

1) Saltwater crocs and other sea animals should not be spawning in fresh water lakes. This may be a problem with the map script since the lake is both Tropical Coast and Fresh Water - perhaps we need to more terrains "Fresh Water Coast" and "Deep Fresh Water"?

2) My pirate ships on auto pirate are trying to get that croc in the lake near Hittite. In general auto pirate seems to be "hunt animals" first including explore and then pirate action. If I wanted them to hunt and explore I would have given them the hunt command not the pirate command.
 
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