v21 bugs and crashes

I've noticed that immediately after I start a 2nd city my game keeps not responding after every turn. It kicks back in but it's making my time between turns much longer. Could this be a code issue, or does the game take far more power to run going from 1 city to 2?
 
In the meantime, is there a quick way to enable Horse Farm and/or Horse Trainer in the cities with Equestrian's Guild?

build 1975 :
I have the Ottomans at my mercy, with plenty of units around their last city and only one defender left, but they still won't capitulate. Why?

I think I found why some of my units wouldn't promote despite having way more XP than needed for it : the thing is that when a great commander is near, and the withdraw chances of a unit get greater than 100%, for some reason the withdraw promotions get disabled for those units. And for some reason Bandit Riders and Heroes have ALL their promotions disabled! You can check it in my save game by moving the great commander away :
 

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I have CTD in GEM scenario, just before finding out Banking.

So I cant advance beyond the point of CTD.

Please help.

The save file just before the CTD is attached.

I use Win7.
My computer is i5, 12GB RAM, video card is also advanced with 4 GB memory. So it's suppose to be sufficient.
 

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ahahah yeah i keep at it dont i. . .

Good catch. The bug was in the evaluation (generally, not just for subdued animals) of buildings which have global production modifiers for other buildings. Basically if it had modifiers for more than one other building it would wind up raising the value to the power of the number of buildings it had modifiers on!

In this case one of the myth buildings has a production modifier for a temple and a monastry, so when evaluating the animal it includes a contribution for the myth building it can build (which the Carthaginians don't yet have), and this is inflated (massively) by the bug above.

Fix pushed to SVN. It's still going to offer a fair amount because a myth building it doesn't have really IS quite valuable, but not crazily much like before.

I also tweaked resource values slightly
 
build 1975 :
I have the Ottomans at my mercy, with plenty of units around their last city and only one defender left, but they still won't capitulate. Why?

It's another modifier rebuild bug (one day we'll have squashed them all!). The element of 'power' that comes from buildings is being added on at every recalc, with the result that every civ has an unaccountable 'rump' of power even when you take away all their current cities. In this case the sum of the turk's 'rump' plus that of his vassal is enough for himto think his power ratio with you is good enough to resist capitulation.

You can see this happening clearly if you open the demographics screen an look at 'soldiers' (which is badly named, and is actually 'power' not just unit power). Do a modifier rebuild. The number goes up.

I'll fix this later today, after which another modifer rebuild will reset everyone's power to it proper value, and I expect the Turk will capitulate.
 
It's would explain why the Ethiopia which has 9 cities decided to become my vassal a few turns after that same save game. They have 1/2=50% of my power, but Ottomans + Vassal have 1/2.2+1/3=79% of my power. Also I just found the Ottomans still have 7 military units far from home... not that they would have helped them if I had taken their last city!
 
It's would explain why the Ethiopia which has 9 cities decided to become my vassal a few turns after that same save game. They have 1/2=50% of my power, but Ottomans + Vassal have 1/2.2+1/3=79% of my power. Also I just found the Ottomans still have 7 military units far from home... not that they would have helped them if I had taken their last city!

After the fix he still won't capitulate. However, it's no for any buggy reason (well not outright anyway), it's just due to flaws in the 'power' concept and the way it is applied. Basically the vast bulk of his 'power' is tech power (which obviously you don't lose as you lose units/cities). Similarl for his vassal. You tech power is similar but slightly greater, and obviously you have much higher pop and building power. However, because the Turk's power has his vassal added to it it effectively double counts their (shared) tech, and the result is that you still don't have enough of a ratio over both of them combined.

IMO this is just a flaw in the system, because all power types are aggregated into one number. What I'll do is split power into 3 separate constituents:

Tech power
Unit power
The rest

Existing calls to getPower() will continue to report the aggregate, but it will be possible to query the individual components. This has two concrete benefits:

1) When calculating the aggregate power of a player + vassals only count the tech power of the master (avoid double counting all the tech)

2) When displaying the 'soldiers' number in the demographics screen just display the unit power, so it does what its name implies it does

Edit - ok done as above. He does now capitulate (yay). Also the 'soldiers' row on the demographics does now correspond much more closely with actual military power. The problem that 'soldiers' can be a much larger number than 'population' early in the game remains. There isn't an easy way to address this apart from simply re-labelling 'soldiers' as 'military power', which would be my preference, because the population number is based on the city 'real population' which grows exponentially with the actual workable-tiles-raw-population. The unit power cannot scale artificially in the same way or it would cease to be a meaningful representation of actual projectable power (which is more important IMO). I have NOT done this relabelling, pending time for discussion.

I have pushed this change to SVN. Be sure to do a modifier recalc when loading with the new DLL.
 
Im not quite sure where the actual thread is about installation but i need some help. I have put the mod into the mods folder and everything but when i try to go on to the mod it loads for a couple of seconds and brings me back to the beyond the sword screen, with the option of unloading the mod, even though none of the mod content is actually there. If anyone could provide help as to whats going wrong it would be much appreciated.
 
Im not quite sure where the actual thread is about installation but i need some help. I have put the mod into the mods folder and everything but when i try to go on to the mod it loads for a couple of seconds and brings me back to the beyond the sword screen, with the option of unloading the mod, even though none of the mod content is actually there. If anyone could provide help as to whats going wrong it would be much appreciated.

Are you playing WITH "Administrator's Privileges" i believe thats what it is called?

btw Welcome to CFC and C2C
 
Sorry what do you mean by "Administrators Authorized" (I'm a noob at computer stuff)

I believe this is it:

Find the application in the program files of your hard drive, then right click and "run as administrator".
 
What about making all the Demographics screen correspond to in-game things rather than some extrapolated ones? For instance, what do the last three Demographics mean?

Isn't Swiss Pikeman kind of weak? Swiss comes a little bit after Heavy Pikeman, but Swiss Pikeman is a variation of the regular Pikeman...
 
What about making all the Demographics screen correspond to in-game things rather than some extrapolated ones? For instance, what do the last three Demographics mean?

Good question. Turns out the last three correspond to:

Approval rate - <total happy pop>/(<total happy pop> + <total unhappy pop>) as a percentage

Life expectency - same thing for health

export-imports - trade route surplasses, more or less
 
The Famen Temple is supposed to give the promotion Mobility to every Missionary, but the occasional female missionary does not get this promotion.

Can there be a slaughter for the sea animals like for the land animals? Some do give a science boost if you have the right building, but sometimes I would rather have the hammers and food.

The Great Wall prevents barbarians from entering your territory. Does it also prevent hidden nationality units, like Bandits from entering?
 
export-imports - trade route surplasses, more or less
As in whether you get more trade from your trade partners than they get from you? Because for some reason in my game my number is way into the negative...

The Famen Temple is supposed to give the promotion Mobility to every Missionary, but the occasional female missionary does not get this promotion.
Yes, I had that happen with a Jewish Female Missionary. The Famen Temple gives that promotion regardless in which city the missionary is built, right?
 
The Famen Temple is supposed to give the promotion Mobility to every Missionary, but the occasional female missionary does not get this promotion.

Good catch. I forgot the Female Missionary code.

Can there be a slaughter for the sea animals like for the land animals? Some do give a science boost if you have the right building, but sometimes I would rather have the hammers and food.

If you are talking about the "Tales of sea creatures" then you already got the food and hammers when you "captured" it. "Subdued sea creatures" can be butchered. ;)

The Great Wall prevents barbarians from entering your territory. Does it also prevent hidden nationality units, like Bandits from entering?

No.
 
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