v21 bugs and crashes

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)

Also pls dont forget about this either for someone with python expertise, thx:

http://forums.civfanatics.com/showpost.php?p=11324977&postcount=441

Ok found it. The penalty for crossing rivers to attack was 100 times larger than it should have been! There were also some incorrect end-turn calculations in regard to the target tile if that is reached when you still have movement points left over.

I'll be pushing a fix to SVN shortly along with some other fairly radical (as in need feedback on stupid results ;)) changes in AI attack calculations.
 
Sorry for not having a saved game but this has happened to me twice now. I put a spy in a city of an enemy nation I am not at war at. I cause their city to have a revolt so the defenses are at 0% then I move a Bandit Footpad into the city. All units in the city are then booted from the city without an attack. However since I cannot take over a city with either unit, the city is still owned by the enemy. However no units can now enter the city due to the bandit footpad being side the city.

Is this suppose to happen?
 
Sorry for not having a saved game but this has happened to me twice now. I put a spy in a city of an enemy nation I am not at war at. I cause their city to have a revolt so the defenses are at 0% then I move a Bandit Footpad into the city. All units in the city are then booted from the city without an attack. However since I cannot take over a city with either unit, the city is still owned by the enemy. However no units can now enter the city due to the bandit footpad being side the city.

Is this suppose to happen?

No idea, but it sounds pretty silly. Let me have a save next time it happens. I don't think moving a bandit footpad in should boot the owners units out, do you?
 
@Koshling (or AIAndy): For you to by your convenience browse the info and how come when Montreal after end of turn finishes Metropolitan Administration and increases required food to grow from 879 to 1758. Something I at least don't feel should be happening and that I know Koshling agrees with. *smile*

I could understand and even agree with an increase of 25% (not +25% required but 25% higher than a BFC2 city), but not twice as much. Hadn't even realized that it was that high until now when I checked for it and saved before end turn.

Cheers
 
OK its happening again, this time with the rouge, i wanted to move SW and it took me NW??

Also the 2nd Rogue i wanted to move SW and it took me NW? (just a little down and to the right is where this one is.)

Now if this is NORMAL behavior, then dont worry about it, thx.
 
OK its happening again, this time with the rouge, i wanted to move SW and it took me NW??

Also the 2nd Rogue i wanted to move SW and it took me NW? (just a little down and to the right is where this one is.)

Now if this is NORMAL behavior, then dont worry about it, thx.

I think AI pathing wanted to prevent your rogue to end his turn (he has 1 movement lft) next to the city where the axes would make meatballs of him if there is also a dog/thief etc. in it - or near it, coming in.

To be on the tile you wanted to be on is only considered "safe" for AI pathing if there is still one movement left to go away again, I think. This would not be the case for this turn, so AI pathing "delays" to do that for next turn and gets the rogue for safety at the end of this turn. impressive!

Would be nice if the player could overrule such decisions, though (might be that he wants to lure out some defenders or something) So if he sees something like this he could hold like ALT GR and then right click on the tile so normal pathing is enabled for that ALT GR pressed period...
 
i think the IL2 bomber cant ubgrade to bomber unit
sorry if I am wrong
sometimes the game craches when my fighter units atack enemy units
 
I think AI pathing wanted to prevent your rogue to end his turn (he has 1 movement lft) next to the city where the axes would make meatballs of him if there is also a dog/thief etc. in it - or near it, coming in.

To be on the tile you wanted to be on is only considered "safe" for AI pathing if there is still one movement left to go away again, I think. This would not be the case for this turn, so AI pathing "delays" to do that for next turn and gets the rogue for safety at the end of this turn. impressive!

Would be nice if the player could overrule such decisions, though (might be that he wants to lure out some defenders or something) So if he sees something like this he could hold like ALT GR and then right click on the tile so normal pathing is enabled for that ALT GR pressed period...

This is an artifact of the caching issue I discussed a few posts back. It's because it has cached an end-turn cost along one path but not along another (from when it was evaluating a different candidate path). I'm hoping that I can fix it by turning off all game enegine caching and instituting my own at a lower level, but if that results in net performance problems then I can't resolve it without rewriting the pathing engine, which will take a bit longer. However, one way or another this will be resolved soon.
 
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:

Thanks for the info - I should have looked at the units more closely. My slave/archer died defeating a duck!

They way it stands right now they are too powerful as defenders, and on the attack side they are just plain weird. To balance them out some, I'd increase the strength penalty a little (maybe to 30% -40%) and add an attack penalty (maybe 20% - 30%) instead of killing them off after an attack.
 
Hi there. Just got a repeatable, instant CTD: while in "globe view", if you click on the "View Religion Influence/Spread" view, you get a list of religions to choose for examining. When you disable the option, the list of religions doesn't disappear completely: the topmost four or five remain, and hang in there forever. If you click on one of them, bam, CTD.
 
Hi there. Just got a repeatable, instant CTD: while in "globe view", if you click on the "View Religion Influence/Spread" view, you get a list of religions to choose for examining. When you disable the option, the list of religions doesn't disappear completely: the topmost four or five remain, and hang in there forever. If you click on one of them, bam, CTD.

Again when saying the word CTD, Please always have an autosaved game put here, thx (ie info needed) regular d/l game (v21) or SVN copy)

btw Welcome to CFC and C2C.

Now onto my part:

Had gatherers just sitting outside the city limits again, (2) one i just subdued and the other is still just sitting there doing nothing to move??

Is any python person going to look at this??

http://forums.civfanatics.com/showpost.php?p=11324977&postcount=441
 
Hi there. Just got a repeatable, instant CTD: while in "globe view", if you click on the "View Religion Influence/Spread" view, you get a list of religions to choose for examining. When you disable the option, the list of religions doesn't disappear completely: the topmost four or five remain, and hang in there forever. If you click on one of them, bam, CTD.

Um...
...I wasn't even aware of this part of the UI!! How do I reach it?
 
Um...
...I wasn't even aware of this part of the UI!! How do I reach it?

On top of the minimap there's a Globe-with-a-magnifying-glass icon, click on it for instant globe view; alternatively, just zoom out all the way =)

When in "globe view", the icons/actions on top of the minimap change. One of them is the "religion spread" view.

Edit: Thank you StrategyOnly for the welcome. I'll add the savegame here in awhile if needed, I don't have it on hand right now.
 
Bug or feature?
Andean Monastery has the base stats of +2 :science:, +1 :culture:, and +10% :science:.
With Biology it gets a -1 :science: modifier.
With Scientific Method it gets a -4 :science: modifier.
That totals it to -3 :science: once those techs are researched.

Cheers
 
Bug or feature?
Andean Monastery has the base stats of +2 :science:, +1 :culture:, and +10% :science:.
With Biology it gets a -1 :science: modifier.
With Scientific Method it gets a -4 :science: modifier.
That totals it to -3 :science: once those techs are researched.

Cheers

Oops, the science modifiers were supposed to be percentages so that they fade out over time rather than all at once with Modern Physics.
 
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