v21 bugs and crashes

I'm stumped on this one. I can't find any code that implements the production bonus. It must be triggered by either a tag in the XML or some Python that is invoked when the apostolic palace is built, but I can't find either.
Maybe it's hardcoded? Also, since it's already present in basic BTS, maybe it would be easier to find it there first?

Seed Camp/Lumberjack can't be replaced by Plantation/Lumbermill using workers. You have to destroy them first by building something else.
 
With all the happiness from the subdued animal buildings, the Government Civics limiting the number of cities with unhappiness if over, is just not enough. I currently have 41 cities and the civic says 20, with one unhappy for every city over. Yet I still have a surplus of 20+ happiness in every city even with the -21. Perhaps more negitives are needed for going over?
 
I'm stumped on this one. I can't find any code that implements the production bonus. It must be triggered by either a tag in the XML or some Python that is invoked when the apostolic palace is built, but I can't find either.

It looks to me like the production bonus is in the CIV4VoteSourceInfos.xml file. C2C doesn't have this, but BTS does. Does C2C go back to BTS files for anything that isn't in C2C?
 
Interesting. In addition to the ReligionYields (which is what is giving +2 production to all buildings of the AP religion), there is an unused (by either the AP or UN) ReligionCommerces tag in CIV4VoteSourceInfos.xml. Presumably usable to also give those same buildings additional amounts of the 4 commerces, unless it was never implemented. There are also unused tags called FreeSpecialist and Civic, the function of which are not clear (since I haven't checked the DLL to see what they do - they may, or may not, be associated only with the AP). So 1/3 of the tags in this file are unused by BtS.
 
Megaupload is now out of business, you need to put the Long Movies download some where else.

It's in the SVN (but at another folder than just normal dl). For all who don't use SVN yet, read the documentation in post #1 of the SVN-sticky thread. It's quite easy to always have the latest patches as well as additional stuff. Just install tortoise.
 
Just had a laugh. *chuckle* There's a mistake with the canine units, more specifically the Guard Dogs Unit available at Leadership.
I hadn't built War Dog Trainer, was going to build my Guard Dogs instead and found that after building Garrison and Guard Dog Trainer I was only able to build Trained Dogs.
Seems the Guard Dogs require War Dogs Trainer and not Guard Dogs Trainer.
I take it that's not quite right?

Cheers
 
Megaupload is now out of business, you need to put the Long Movies download some where else.
It's in the SVN (but at another folder than just normal dl).
So, I went and looked, there are 2 folders that might be particularly interesting to most people in the SVN:
https://caveman2cosmos.svn.sourceforge.net/svnroot/caveman2cosmos/C2C extra - leaderhads/ (sic)
https://caveman2cosmos.svn.sourceforge.net/svnroot/caveman2cosmos/C2C extra - long movies/

Hey, rev 1990 my capital city has :mad: affecting it again! I wonder if it's a coincidence that the Theater of Dionisus "has been built in a distant land"...
 
So, I went and looked, there are 2 folders that might be particularly interesting to most people in the SVN:
https://caveman2cosmos.svn.sourceforge.net/svnroot/caveman2cosmos/C2C extra - leaderhads/ (sic)
https://caveman2cosmos.svn.sourceforge.net/svnroot/caveman2cosmos/C2C extra - long movies/

Hey, rev 1990 my capital city has :mad: affecting it again! I wonder if it's a coincidence that the Theater of Dionisus "has been built in a distant land"...

No, it's because I fixed it and some other problems that arose from bugs in modifier recalculation yesterday! See notes in the SVN thread.
 
And the :hammers: bonuses from the Apostolic Palace are back...

Ok, with the information that this stuff comes from vote sources I have pinned down the problem. Fix is on SVN now. If you recalculate modifiers with the latest SVN you should get the right values everywhere. Let me know if not.
 
Dear Koshling
I just try a new game with world builder, worker stop automate after about 20 turn.

This is a rather large game. Can you tell me specifically (in this save):

1) Which worker has stopped working?

2) What is the exact symptom? Does it ask for orders when it should be automated, or does it just sit still and do nothing?
 
Hmm, I can build Arsonists again... maybe I couldn't build them because I had 5 of them (the max allowed), I deleted one, but the game only registered that the next turn?

Very likely. Some stuff is cached at turn start for performance reasons, so a delay-to-next-turn effect is entirely plausible, and would imply a small bug in cache flushing. If you are able to set up a repeatable test it will probably be easy enough to diagnose.
 
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 :

The issue with great commanders blocking promotions is now fixed in the latest SVN. Note that if adding a promotion which, together with the bonuses from the great commander, take you over the cap, your EFFECTIVE promotion level in combat will be the cap, not soemthing above it, so while I now allow the promotion (after all the GC won't be there forever and won't always have command points), it doesn't necesarily mean you'll be any better off in a particular combat round.

On a related subject, the cap for withdrawal odds was broken, in that the EFFECTIVE withdrawal odds (with a great commander) were NOT capped to it (just capped at 100%). I have also fixed that, so even with a GC the withdrawal odds cap (which is specified by a global define, and set to 90% in the default assets) will be respected.

Intercept and evasion chances worked similarly (and are fixed similarly). After the fix I am also seeing no issue with the hero units in your save (most of the hero promotions include some of one or other of withdrawal, evasion, or interception though so they wer probably just getting caught up on basically the same issue)
 
Aww, no more immortal units! :rolleyes:

I have razed a Mayan city at (55,50), but some tiles of the second city ring kept for some reason Maya as owner (even as I have 50%-66% of ownership!), and since I signed a peace treaty with the Mayans, my units are now stuck! This has been going now for several turns, though some of the sea tiles have lost their ownership after the first turn :
 

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