v21 bugs and crashes

Retested by starting a new game. The palace is there on turn 1 for me, the next turn it is gone from the building list. Replacing it manually causes it to be removed the next turn as well.
 
I have reproduced it. It's a bug in the new PropertyBuildings code, which parses the XML incorrectly. I'm working on it...

I also have looked at the CityLSystem, and it was missing the Prehistoric Era for ALL palaces also, so i have fixed that also.

Retested by starting a new game. The palace is there on turn 1 for me, the next turn it is gone from the building list. Replacing it manually causes it to be removed the next turn as well.

Thx for checking, seems to work now.

EDIT: For this to work, you must start a new game, sorry everyone.
 
The new crime system looks nice & fancy, but it is giving me crimes when I don't have the tech requirements for them (see attachment)

edit: Sweet! Sorry to rush, andy
 

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The new crime system looks nice & fancy, but it is giving me crimes when I don't have the tech requirements for them (see attachment)
That is because the check for that is not yet in. Will be soon though.

EDIT: Uploaded to SVN now.
 
SVN 2059

Pathing bug trying to move settler north 1 at start. Initially when I was playing it previewed the incorrect path, goes across the river west 1 then diagonally northeast 1.

On reloading the save it shows the correct preview path, but still uses the incorrect path that takes up all its movement.
 

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@the awesome Koshling: Somewhere I remember something being discussed about AI and it's overproduction of ships. I also remember something was done to change this, at least for Caravel and earlier ships. It might just be that the same tweak wasn't done to Barbary Corsairs for the Pirates and Merchant addition, which did come a ways after that fix.

In the game I'm running and posting a save game of the Zulus have loads of Barbary Corsairs. Loads. Especially in their capital city Ulundi where they have 55 of them just idling.

The Zulu are also running Slavery and still get the -1 unhappy face for "We Enjoy Our Freedom from Slavery". That must surely be a bug.

They have an unlimited amount of cash too. Wow is all I can say about that. And they still don't have as much as the Chinese.

Cheers
 
Any info yet on why BFC third ring with Metropolitan Administration (and with Capital Administration I later found out) doubles the need to grow food?

Cheers

Just got to this. It's the 3rd ring (by any means) and is totally explicity (aka deliberate) in the code, but without any comment to say why. It can trivially be changed. So that I don't have to make the design decision and cast it in stone now I am changing it to increase the food required to grow by a percentage defined in a global define. FOR NOW I will set this defien to 100 (so double as now), but once ther has been a day or two for debate it can then trivially be changed to whatever we decide is most appropriate.
 
SVN 2059

Pathing bug trying to move settler north 1 at start. Initially when I was playing it previewed the incorrect path, goes across the river west 1 then diagonally northeast 1.

On reloading the save it shows the correct preview path, but still uses the incorrect path that takes up all its movement.

Changed it to NOT assume that the tile you target is your intended final destination for that turn for the human player (it always is for the AI so it can make assumptions that are not always valid for the human player). That resolves this glitch. Should be working on the SVN now. It will do this even if you have 'use AI pathing' selected, so the downside is that that setting no longer quite reflects exact AI behaviour, but too bad.
 
@the awesome Koshling: Somewhere I remember something being discussed about AI and it's overproduction of ships. I also remember something was done to change this, at least for Caravel and earlier ships. It might just be that the same tweak wasn't done to Barbary Corsairs for the Pirates and Merchant addition, which did come a ways after that fix.

In the game I'm running and posting a save game of the Zulus have loads of Barbary Corsairs. Loads. Especially in their capital city Ulundi where they have 55 of them just idling.

The Zulu are also running Slavery and still get the -1 unhappy face for "We Enjoy Our Freedom from Slavery". That must surely be a bug.

They have an unlimited amount of cash too. Wow is all I can say about that. And they still don't have as much as the Chinese.

Cheers

Pirate ships of any type should not be staying in your own waters. They should be out there harrassing your friends and neighbours. ;) I am fairly sure that teh AI knows to do that with the Privateers so maybe we have something wrong with the XML for these early pirates.

Edit The unit AI specs are different for OV's pirate line. I will change them to the same as the Privateer so that may fix the problem.
 
@the awesome Koshling: Somewhere I remember something being discussed about AI and it's overproduction of ships. I also remember something was done to change this, at least for Caravel and earlier ships. It might just be that the same tweak wasn't done to Barbary Corsairs for the Pirates and Merchant addition, which did come a ways after that fix.

In the game I'm running and posting a save game of the Zulus have loads of Barbary Corsairs. Loads. Especially in their capital city Ulundi where they have 55 of them just idling.

The Zulu are also running Slavery and still get the -1 unhappy face for "We Enjoy Our Freedom from Slavery". That must surely be a bug.

They have an unlimited amount of cash too. Wow is all I can say about that. And they still don't have as much as the Chinese.

Cheers

I have put a fix for the Barbary Corsairs XML on the SVN. The only change you will probably see is the units leaving the capital city and go "a pirate-ing". It should build less of them now also.
 
For a few days now the SVN version won't save any options from the bug mod options window, I have to reset everything each time I restart the game.
 
For a few days now the SVN version won't any options from the bug mod options window, I have to reset everything each time I restart the game.

You need to save the BUG options, then save them again straight away for them to stick. Don't know why you need to do it twice, this have been so for quite a long time :(.
 
@the equally awesome Dancing Hoskuld: Great, easy and fast fix, awesome. Thought it would have to be Koshling due to it being AI behaviour, guess I was wrong.

@Koshling: That's in percent I take it, so 0 is no additionally increased food required?

@whomever might want to answer: Does anyone know if the option to limit stack size in BUG has any significant downside for the AI and it's decisions on what units to bring to a fight, and to defend with?

Cheers
 
@the equally awesome Dancing Hoskuld: Great, easy and fast fix, awesome. Thought it would have to be Koshling due to it being AI behaviour, guess I was wrong.

Many AI behaviours are already coded it is just a matter of making sure the unit uses the correct ones. In this case it was a case of making sure it did not hold pirate ships as reserve in case of war. ;)
 
@whomever might want to answer: Does anyone know if the option to limit stack size in BUG has any significant downside for the AI and it's decisions on what units to bring to a fight, and to defend with?

Cheers

I've played with this option for as long as I remember, starting with a limit of 5 or 6 and increasing when certain military techs are researched. Here are my experiences with it:

The AI materially improved around v19 or 20 in the stacks that I saw. In earlier versions the AI would overload on non-attacking units like healers to make a large defensive stack in the capital. I have not seen this behaviour recently. However the effect I am seeing could also be caused by the combat reduction I apply to the Healer line.

The AI does a good job of mixing the content of the stacks. The most common AI stack I see in the Prehistoric era is 1 -2 Stone Axemen, 1 -2 Slingers, and 1 Tracker or Hunter. That bloody Hunter or Tracker WILL use the 2 movement factor to pick off weak units or workers behind your front line. Nice!

As mentioned elsewhere, the AI does not understand Surround and Destroy, so that factor of smaller stacks hurts the AI in combat.

Defensively I have seen the AI refresh the stack in the city I am sieging with units in stacks behind the city.

Overall I'm happy with the stacking limit. Based on how I raise the limit for researching certain military techs I would be thrilled if the stacking limit were per country, but I also suspect that would just be another advantage when a Civ pulls ahead tech wise. It seems pretty hard to catch up as is.
 
I've played with this option for as long as I remember, starting with a limit of 5 or 6 and increasing when certain military techs are researched. Here are my experiences with it:

The AI materially improved around v19 or 20 in the stacks that I saw. In earlier versions the AI would overload on non-attacking units like healers to make a large defensive stack in the capital. I have not seen this behaviour recently. However the effect I am seeing could also be caused by the combat reduction I apply to the Healer line.

The AI does a good job of mixing the content of the stacks. The most common AI stack I see in the Prehistoric era is 1 -2 Stone Axemen, 1 -2 Slingers, and 1 Tracker or Hunter. That bloody Hunter or Tracker WILL use the 2 movement factor to pick off weak units or workers behind your front line. Nice!

As mentioned elsewhere, the AI does not understand Surround and Destroy, so that factor of smaller stacks hurts the AI in combat.

Defensively I have seen the AI refresh the stack in the city I am sieging with units in stacks behind the city.

Overall I'm happy with the stacking limit. Based on how I raise the limit for researching certain military techs I would be thrilled if the stacking limit were per country, but I also suspect that would just be another advantage when a Civ pulls ahead tech wise. It seems pretty hard to catch up as is.

The AI does not really understand the stacking limit and as a result it does hurt it in certain circumstances. In particular if it cannot generate a sufficiently powerful stack (due to not being able to add units beyond the stacking limit) it will stall in city attacks against cities that are well-defended. It doesn't understand that it needs to build multiple stacks to attack such cities. Because of this I do NOT recommend using stack limits (at least nothing under a dozen or so, preferably 20+) currently. I might have a go at doing somthing about this at some point, but it's not really that high on my TO-DO list TBH.
 
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