v20 bugs and crashes

Something else I noticed while actually playing the game: Circus Maximus seems incredibly difficult to build. I think the issue is the scaling of the Hippodrome requirement with map size. I was playing on a Huge map, and I don't think anyone can get to 6 Hippodromes, given that you typically need Horses in a city radius to build a Hippodrome in that city. Am I missing something?

Try subduing a bunch of horses in the beginning of the game and then save them up to spread to new cities you found.
 
@Koshling,

ok heres a new workers 1 turn before going right in front of an animal see pic and attached savedgame. (pic 2)

Plus in pic 1 the Barb's have Riflemen and i only have units str 15 but thats not the real problem, its the POP:mad:

It there anyway to get them to get a minimum of POP 2 to start with (Barbs only) not AI civs. That way i dont have to check "Cant Raze" all the time??:eek:
 
@Koshling,

ok heres a new workers 1 turn before going right in front of an animal see pic and attached savedgame. (pic 2)

Plus in pic 1 the Barb's have Riflemen and i only have units str 15 but thats not the real problem, its the POP:mad:

It there anyway to get them to get a minimum of POP 2 to start with (Barbs only) not AI civs. That way i dont have to check "Cant Raze" all the time??:eek:

I'll take a look at the worker this afternoon.

On the barb cities, I don't think we should be starting them at 2, we just have to solve their lack of growth. Are they STILL not growing with AIAndy's latest changes?
 
Barb cities do grow now, i just had one reaching pop 3 and becoming a minor civ.
 
I'll take a look at the worker this afternoon.

On the barb cities, I don't think we should be starting them at 2, we just have to solve their lack of growth. Are they STILL not growing with AIAndy's latest changes?

Well the game i have going now, NO, but if he made changes, then i'll have to start a new one and see what happens, thx.
 
Something has gone wrong with the MARCH promotion, heal while moving, I can't see what is wrong can someone check it out please. It is in the main promotions file.
 
Try subduing a bunch of horses in the beginning of the game and then save them up to spread to new cities you found.

I did subdue one Horse and use it for a Herd. I also found another issue in that once you get to Carriage Builder, you get cut off from Wheelwright/Chariot Workshop. Could we change the building prerequisite for Chariot Builder from just Wheelwright to Wheelwright OR Carriage Builder?

Another thing: Could the Megafauna trainers be used as prerequisites for the Chariot Workshop? There are Zebra Chariots as units (and the Zebra Chariot doesn't require a Chariot Workshop).
 
@Koshling,

ok heres a new workers 1 turn before going right in front of an animal see pic and attached savedgame. (pic 2)

Plus in pic 1 the Barb's have Riflemen and i only have units str 15 but thats not the real problem, its the POP:mad:

It there anyway to get them to get a minimum of POP 2 to start with (Barbs only) not AI civs. That way i dont have to check "Cant Raze" all the time??:eek:

Ok, found it. It's nothing new. Basically automated workers that don't have local work to do will path to somewhere that they do. In pathing they don't make use of very cautious movement (and never have), especially for human units.

Previously, AI unit stacks with no defensive capability would not path through plots with an active danger count above a certain threshold, whereas human controlled units just ignored any danger at all.

I have made the following changes:
  1. Human automated workers will now use the same pathing checks as AI workers would
  2. As well as checking the plot danger count (which only gets incremented by recent local battles or pillages), it will now make an additional check for nearby enemy units when in territory other than that owned by itself.

This means that when crossing neutral territory, it will now be on the lookout for enemies. When in owned territory it will avoid areas of recent battle/pillaging. If escorted by a defensive unit it will not make these checks (but usually workers aren't in the problem cases).

Edit - I **thought** it was still buggy when I retested with your save game. The worker STILL moves to the plot you indicated. It's taken me about another 2 hour to figure out why and that it isn't even a bug. The reason it does this is that the animal to the south of that plot doesn't threaten it there, because the terrain of that plot (marsh) is impassable to that animal (tundra) !! So at the end of the day, the symptom you had wasn't a bug at all, though there were weaknesses in the code that meant that similar cases really would fail!

@DH/AIAndy - note that the badger appears to have spawned on the forest/tundra/beaver plot which is impassable to it (because it's tunda)! Should we change the animal spawn code to disallow spawns on impassable plots (to the unit being spawned)? I think we should...
 
This means that when crossing neutral territory, it will now be on the lookout for enemies. When in owned territory it will avoid areas of recent battle/pillaging. If escorted by a defensive unit it will not make these checks (but usually workers aren't in the problem cases).

OMGosh, thank goodness you found it and have a way to prevent this:w00t:, i lost so far in that game over 40 workers, because of that:whew: nice;)
 
OMGosh, thank goodness you found it and have a way to prevent this:w00t:, i lost so far in that game over 40 workers, because of that:whew: nice;)

It won't always prevent it. They will still cross neutral territory unprotected if they don't see any danger, and once deep in neutral territory they can easily get into trouble. Sometime I need to look at chnaging their behaviour more radically when they want to go somewhere that involves crossing a lot of neutral ground.
 
Try subduing a bunch of horses in the beginning of the game and then save them up to spread to new cities you found.

Hydro you just Can't do that. There are Not enough wild horses to even capture one much less several of them. This is a fallacy for many of the "better" wild animals that you Need. They are just Not in abundance.

And it might take you a while to get a hunter to them if they are discovered by a wanderer/scout/explorer. And Most of the time if that scout lineup does find one, when it attacks or if it attacks at all it is killed 99% of the time. So No Horsey for U!

I could live with a whole lot less Iguana/Wolverine/Cobra/Koala/etc. for more Horse, Elephant, Zebra.

JosEPh :)
 
I could live with a whole lot less Iguana/Wolverine/Cobra/Koala/etc. for more Horse, Elephant, Zebra.

Really? In my current game I have so many subdued elephants I don't know what to do with them all. Like every city has an elephant herd or elephant farm. And I have like 15 cities now.

Note that I never got horses or camels until the late industrial era, when I did not need them at all.
 
Yes really!
I rarely see wild horses. I do see more elephants but not what you just described. I'd fall out of my chair if one of my games had that many!

Koshling wrote:Are you running with the show buildings setting turned down to 2 or lower?

Can someone Please tell me Where I do this? Thanks

JosEPh
 
Thank you!

JosEPh :)
 
@DH/AIAndy - note that the badger appears to have spawned on the forest/tundra/beaver plot which is impassable to it (because it's tunda)! Should we change the animal spawn code to disallow spawns on impassable plots (to the unit being spawned)? I think we should...
While it is possible to just specify that the animal should not spawn on tundra forest, it is probably a good idea to disallow it.
 
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