v19 bugs and crashes

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I discovered that I had the wrong art define for a building that comes at Bone Working and loaded a fix to the SVN. Does that fix the problem?

Yeppers that did it, many Thx.;)
 
Re-quoted for great justice! :) (also because koshling and AIAndy seem to be back!)
Fixed.
The bug only happened with the "most expensive upgrade first" setting as that specific code did not kill off the unit properly. The AI does not use that part of the code.
I also fixed a bug with the "most experienced unit first" setting that caused it to ignore 0 xp units.
 
This is on SVN btw, and Thief upgrades to Rogue (both national units with a limit of 2)

But I'm able to field 2 Rogues (who upgraded from the 2 Thieves I built) AND 2 more Thieves! Screenshots attached...
 

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Could those 2 new thieves upgrade into Rogues?

and @ DH:

Do you think i need a Force Obsolete on those or just leave it the way it is and when each one can upgrade then each one has better odds later in the game:confused:
 
This is on SVN btw, and Thief upgrades to Rogue (both national units with a limit of 2)

But I'm able to field 2 Rogues (who upgraded from the 2 Thieves I built) AND 2 more Thieves! Screenshots attached...

This is the way national units that upgrade work. When you have built all of the latest and newest you can then build the older unit if you don't already have te max number of them.

So it is possible fr you to upgrade your rogues to assassins and thieves to rogues and the build more thieves.

and @ DH:

Do you think i need a Force Obsolete on those or just leave it the way it is and when each one can upgrade then each one has better odds later in the game:confused:

The only way to stop this behaviour is to use the force obsolete tag on the unit. Usually making the old unit obsolete when the new unit becomes available. I did it for the hunter and sharpshooter line but forgot the thieves.
 
This is the way national units that upgrade work. When you have built all of the latest and newest you can then build the older unit if you don't already have te max number of them.

So it is possible fr you to upgrade your rogues to assassins and thieves to rogues and the build more thieves.

But the question still remains, i always use one set of Assassins to upgrade to Sharpshooter, then another set of rogues to upgrade to Assassins, and another set of thieves to upgrade to Rogues.

Each time one can upgrade i upgrade, then the other set(s) get upgrades also, thus making a great line of upgrades to each and everytime i can, ie:

5 Sharpshooters can upgrade to Sniper, then the older Assassins can now be upgraded to Sharpshooters, and the older Rogues to Assassin(s) etc, etc. See the point?

Just like in real life, each older soldier get promoted up in ranks, then the new recruits get that old soldier's rank etc etc.
 
The problem with that approach would be that you can't justify the existence of (prehistoric) Thieves when you have (gunpowder age) Snipers running around ;)

Forget justify, how are Thieves (Rogues, Assassins) supposed to be of any use in those turns even?
 
Forget justify, how are Thieves (Rogues, Assassins) supposed to be of any use in those turns even?

Its quite easy really. I always leave the MIDDLE area blank for i can get the animals to spawn and get the culture for each city i have and then just start picking them off one by one with lower ranking units to gain XP and promotion for the next upgrade available.

On a side note, has anyone seen this before, two buildings that are monuments, but one called Monument and the other called an Obelisk?
 
On a side note, has anyone seen this before, two buildings that are monuments, but one called Monument and the other called an Obelisk?

Don't forget the stele on the right. They were the UB monuments. You need the Egypt religion to be able to build the Obelisk. Not sure what opens the stele. Stonehenge provides free of the first.
 
Repeating CTD. Press end of turn. I then get the Age of the Bear event, then it crashes.

There are some new buildings I am working on but they don't appear in game until bone working at the earliest and marine biology at the latest.
 
Here´s the save with some more turns.
Me using the alternative terrain textures.
 
Repeating CTD. Press end of turn. I then get the Age of the Bear event, then it crashes.

There are some new buildings I am working on but they don't appear in game until bone working at the earliest and marine biology at the latest.
The crash happens in D3D code. Any buggy graphics that might appear at that point?

I also found a bug in the AI handling of tech look ahead for civics which can cause the AI to apply the properties of a different civic instead of the one it actually has which could also happen more than once resulting in multiple times the value of a civic while removing multiple times the properties of its current civic. Fixed that but that could definitely cause quite some weird stuff.
 
The crash happens in D3D code. Any buggy graphics that might appear at that point?

Not that I can find. If I start in the southern hemisphere I get a lot less random CTD than if I start in the northern.:crazyeye: However since I have not moved all the new animals into the core area yet the checker can't tell me if there is a problem with them. ;)
 
I guess i get a lot of random CTDs because of glitched sea animal graphics...
 
Its quite easy really. I always leave the MIDDLE area blank for i can get the animals to spawn and get the culture for each city i have and then just start picking them off one by one with lower ranking units to gain XP and promotion for the next upgrade available.
That can either be considered a cheese tactic or a GREAT TIP to add to the game hints ;) (what about your city borders eventually enroaching into your "breeding grounds" btw?)

Cheese tactic in the sense, you might need to plan it to get it working (you'll need to space out your cities enough that their maintenance costs don't skyrocket and they don't overlap borders any time soon :))
 
That can either be considered a cheese tactic or a GREAT TIP to add to the game hints ;) (what about your city borders eventually enroaching into your "breeding grounds" btw?)

Cheese tactic in the sense, you might need to plan it to get it working (you'll need to space out your cities enough that their maintenance costs don't skyrocket and they don't overlap borders any time soon :))

That is completely true:blush:;), eventually the area does get consumed, but by then i have lots and lots of animals just sitting there, that cant move then because of no where to move.

And you are correct, you need a HUGE space for this to start with, i know its cheesey.:hammer2:
 
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