v21 bugs and crashes

Now this is just getting to the boiling point for me, with Rev On. There is NO reason why Barbarians just RAZE your city and take over that tile, and throw your units on a different tile, just RIDICULOUS!! I cant send a saved game only after because if i use the one before it doesnt REV then the next turn:crazyeye:
Oh yeah, it also deleted my GG that was there also.:mad:

but here is the after part?? I hope thats the one because i re-did the load. (Hence no REV):confused:

EDIT: OK it happened again but this time i manually autosaved and its called GEM.
 
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 making it a computer issue?
 
OK I have a save illustrating the stupid AI in regard to attacking enemy units in their territory even if low % chance as well as without having backup from additional troops to finally kill the attacked unit in the case of injuring it to a lower strength.

The save shows a well promoted scout fortified on a hill inside enemy territory. The scout has been there for a while to watch in case enemy sends a stack to attack my civ. A few turns ago the tile went to Siamese as their city culture expanded. Then the attacks began. AI sends a unit every few turns - but only 1 at a time, no stack, although they have enough units in city to clear the unit by maybe 3-4 units attacking the same time.

After wasting some single thiefs and axemen on the scout their newest idea was to send a single slinger - clearly a no-attacking unit - to get the tile.
I saw this slinger coming and saved prior to its attack to save you a situation to play around with and finally get rid of this AI behaviour. It might as well be a good example to "teach" AI the use of surround and destroy. The AI should also be able to learn that it is sufficient to leave 3 units in city while the others can roam inside culture territory, as long as no huge enemy army is 10 tiles near or so...
Hope the AI gets a huge boost of intelligence by this save...
 
In my current game I just researched Astronomy and it does not grant trade over ocean. The pedia still says it does, was ocean trade moved somewhere else? Could it be an issue with the new ocean types? My ships all seem to be able to traverse the ocean now, but my island cities are not getting all the resources available on my continent.
 
In my current game I just researched Astronomy and it does not grant trade over ocean. The pedia still says it does, was ocean trade moved somewhere else? Could it be an issue with the new ocean types? My ships all seem to be able to traverse the ocean now, but my island cities are not getting all the resources available on my continent.

Navigation
 
Koshling, I don't know if you saw my post from above... just wanted to ask if there maybe is a little chance to temporary fix AI to avoid ~0-1% expansive thief-wasting &slinger-attacking battles, until you rewrote the pathing codes?
 
Portuguese culture requires Navigation. Portuguese culture is required to build the Carrack. By the time you get Navigation, the Carrack is a pretty worthless ship. Either the Carrack should be buffed, or Portuguese culture should come somewhere earlier in the tech tree.
 
Koshling, I don't know if you saw my post from above... just wanted to ask if there maybe is a little chance to temporary fix AI to avoid ~0-1% expansive thief-wasting &slinger-attacking battles, until you rewrote the pathing codes?

The dumb-attack example you had was actually a totally different bug, where the AI wanted to occupy good defensive terrain (the forested hill you are sitting on) near its city and inside its borders, and neglected to notice an enemy unit was already there. Consequently it sent a defensive unit there, and quite unintentionally ended up attacking!

I have just fixed this also. Latest SVN has both this and the interim pathing stuff. Note that it won't cure barbarian hordes of their semi-suicidal trendencies though - they work on a much more aggressive and less considered AI than do the AI civilizations.

...or were you asking for a non-SVN patch?
 
The dumb-attack example you had was actually a totally different bug, where the AI wanted to occupy good defensive terrain (the forested hill you are sitting on) near its city and inside its borders, and neglected to notice an enemy unit was already there. Consequently it sent a defensive unit there, and quite unintentionally ended up attacking!

I have just fixed this also. Latest SVN has both this and the interim pathing stuff. Note that it won't cure barbarian hordes of their semi-suicidal trendencies though - they work on a much more aggressive and less considered AI than do the AI civilizations.

...or were you asking for a non-SVN patch?

Nono, I use SVN since a long time now. And thanks for the feedback, great catch!!! :goodjob:
 
Portuguese culture requires Navigation. Portuguese culture is required to build the Carrack. By the time you get Navigation, the Carrack is a pretty worthless ship. Either the Carrack should be buffed, or Portuguese culture should come somewhere earlier in the tech tree.

Ooh yes good point, I built Portuguese culture just recently and the Carrack was already obsolete! You're right - either Portuguese culture should be available to build with the Optics tech (so that the Carrack is an alternative to the Caravel), or the Carrack needs to be tweaked to be useful alongside slightly later naval units.
 
Have some weird behavior on the tracker? Before i was on a Hill, and it would not move to the North one tile were the unit i wanted to kill, rather take two tiles in a different direction thus making it longer to kill the unit, in the attached and screenie is an example of the same thing, the unit goes one way for "2" tiles but will not move North-East again to attack the barb unit?? Instead it moves 2 tiles again but this time the barb unit has moved out more tiles away:eek:
Now the unit moved in a different direction so it will even take longer now to attack:mad: (screenie 2)
I assume what you are seeing there is an effect of using the AI pathfinder. It seems to try to avoid the river crossing penalty without considering that by the time it is there from that side the unit it wants to attack has likely moved on to a more defendable location.
If the enemy would have been fortified on that plot this would have been a wise move.
 
I assume what you are seeing there is an effect of using the AI pathfinder. It seems to try to avoid the river crossing penalty without considering that by the time it is there from that side the unit it wants to attack has likely moved on to a more defendable location.
If the enemy would have been fortified on that plot this would have been a wise move.

Correct - it's the attack-across-river penalty that is causing this. It looks like it might be over-reacting to it a bit though. I'm in the middle of other stuff right now so I haven't checked out the save game you attachhed yet, but if it matches picture #1 I'll be able to verify and tweak.
 
I think this is a bug....

I upgraded a couple of slaves to archers. They defend fine, but when I attack with any of them they disappear after WINNING a battle. These archers were escorts so I only attacked when victory was certain. I only attacked barb/animal units with them, not other players.
 
Those archers have "slave" promotion that means one time usage, so that's intended, not bug.

Yeah as it's now they are great for defending, new cities can get a new, strictly defensive garrison in no time.
I was like WTH? when one late day I found out they only get consumed in attacking but can defend endlessly, if winning. Imho those slave troops should be tweaked a bit (=>slave units near/or in a city could give a decent amount of +%instability!).

Regarding the "slave" promotion: it should disappear after adopting a non-slavery civic.

To work now! Coders, hurry up! :whipped:
 
In my last game AI player (Maya) was a super power having like 15 cities. Everything was going fine for them until they were able to switch to Republic civic. After a very short time they switched to Republic they choosed to switch back to Monarchy, after a couple of turns they switched again to Republic and so on. They were losing many turns and eventually their cities start to rebel because of so many anarchy turns. I think it has something to do with the fact that Pacal's favourite civic is monarchy and it makes him undecided whether to choose his favourite Monarchy or Republic which is more suitable in this situation .
 
In my last game AI player (Maya) was a super power having like 15 cities. Everything was going fine for them until they were able to switch to Republic civic. After a very short time they switched to Republic they choosed to switch back to Monarchy, after a couple of turns they switched again to Republic and so on. They were losing many turns and eventually their cities start to rebel because of so many anarchy turns. I think it has something to do with the fact that Pacal's favourite civic is monarchy and it makes him undecided whether to choose his favourite Monarchy or Republic which is more suitable in this situation .

Vanilla v21 or latest SVN? Also without a save game there's not much I can do to determine why this is happening. Need a save game from a turn in which the AI decides to switch (ideally one save game for the switch to Republic and another for the LATER switch back to Monarchy, but especially whichever seems most likely to be wrong)
 
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