v21 bugs and crashes

Question for those that know about "STRIKES" Why is it that when a civ goes on strike, it always starts by taking OUT the Rogues and such? They are my best unit, besides the Hunter and Great General.
It is a crude heuristic that decides what to disband. Governed a lot by type. XP and level are included as well, but as an addition instead of a multiplier like with the type.

I'd suggest deciding yourself what to disband so you don't get into the situation when that code decides for you.
 
Another question about the calculations before you click on "next turn." I was looking at my :gold: and it was -35 but when i did a Ctrl-Sft-T, it went to -18, but it wont do it if i didnt do it manually, so i would have lost 17 more:crazyeye:
If i hit the next turn, would that have factored in?

btw guys i am just playing a weird game, just trying alot of stuff out, trying to see if i can get it to crash. But finding alot out about certain things.
 
It is a crude heuristic that decides what to disband. Governed a lot by type. XP and level are included as well, but as an addition instead of a multiplier like with the type.

I'd suggest deciding yourself what to disband so you don't get into the situation when that code decides for you.

I experienced that it disbandes the units outside own territory and outside cities first... gladly none of my great general has been disbanded yet :crazyeye:

Question for those that know about "STRIKES" Why is it that when a civ goes on strike, it always starts by taking OUT the Rogues and such? They are my best unit, besides the Hunter and Great General.

Avoid strikes by either disbanding useless garrisons if you have 2 or 3 in non front city, and/or produce meager wealth in some cities for some turns, while building :gold: buildings in the others...
 
I experienced that it disbandes the units outside own territory and outside cities first... gladly none of my great general has been disbanded yet :crazyeye:

See thats not really it, i thought the same thing, but i had the Rogues INSIDE the city, and had Archers outside the city just for that. But to NO avail.
 
Another question about the calculations before you click on "next turn." I was looking at my :gold: and it was -35 but when i did a Ctrl-Sft-T, it went to -18, but it wont do it if i didnt do it manually, so i would have lost 17 more:crazyeye:
If i hit the next turn, would that have factored in?

btw guys i am just playing a weird game, just trying alot of stuff out, trying to see if i can get it to crash. But finding alot out about certain things.

No. The amount of gold you get or use per turn is largely dependent on the buildings in your cities (and your civics and trade relationships) and is only recalculated (incrementally) as buildings are added/destroyed and so on (and then only the contributions from THOSE buildings). So if a building or civic or something is redefined in the assets in some way that won't factor in fro existing insatnces of the changed building/civic/etc. unless you do an modifier rebuild. If we tried to do it every turn turn times would increase by apoproximately how long a modifier rebuild takes (typically 10 times or more longer than an end turn takes).

Having said that, a modifier rebuild should amke a one-off change (until the assets are modified again), so if you're seing a ctrl-alt-T change things in a play session where there has ALREADY been a modifier recalculation (either by ctrl-shirt-T since the most recent load, or by saying yes to one on the most recent load), then something is wrong and you've found a bug. Certainly if you can do ctrl-alt-T twice and the seocnd time the result differs from the first thats a definate (and analysable with save game) bug.
 
No. The amount of gold you get or use per turn is largely dependent on the buildings in your cities (and your civics and trade relationships) and is only recalculated (incrementally) as buildings are added/destroyed and so on (and then only the contributions from THOSE buildings). So if a building or civic or something is redefined in the assets in some way that won't factor in fro existing instances of the changed building/civic/etc. unless you do an modifier rebuild. If we tried to do it every turn turn times would increase by approximately how long a modifier rebuild takes (typically 10 times or more longer than an end turn takes).

Having said that, a modifier rebuild should make a one-off change (until the assets are modified again), so if you're seeing a ctrl-alt-T change things in a play session where there has ALREADY been a modifier recalculation (either by ctrl-shirt-T since the most recent load, or by saying yes to one on the most recent load), then something is wrong and you've found a bug. Certainly if you can do ctrl-alt-T twice and the second time the result differs from the first thats a definite (and analyses with save game) bug.

OK i put the autosaved game in the Map/Scenario section, because someone requested an unstable environment, and boy do i have one:mischief: (Its called GEM) I did it once, but not twice for the C-S-T. To much going on right now.
 
See thats not really it, i thought the same thing, but i had the Rogues INSIDE the city, and had Archers outside the city just for that. But to NO avail.

I don't know, but I would guess it is because rogues have that +1:gold: attached to them. It makes them cost more, hence best unit to disband when you are bankrupt.
 
Updates
-Static wonder movie for Cyrus Tomb.
- Subdue animal new buttons/missions. Tales of and Subdued animals A-D done so far. - Still a minor problem with the study option.
 
Hmm. Is it intended that;
1. Once Foundry can be built new cities can't build Forge and thus can not ever build Armourer, Bronzesmith, Coppersmith, Goldsmith, Guild Hall, Ironsmith, Townclock (and subsequently Automation Clock with Clockpunk), and The Colossus (less important I suppose, should have been built by then)?
2. After having built Foundry in any city if a mining resource pops you still can't build the respective smith building for it as it requires Forge?
3. Opera House with ClockPunk can be replaced by Orchestrion Theater and thus make Sydney Opera House and Modern Art Theatre impossible to build as well as having to build Bolshoi before upgrading the city's Opera House with Orchestrion Theater?

Cheers
 
The Embassies that required Coastal terrain did not recognise the new Tropical Coast and Polar Coast. I've updated Embassy_CIV4BuildinInfos.xml so it works now for me. I left lots of comments and the original elements are commented out so you can see the changes I made. The tag "Wimpy" is around my comments.

Affected Embassies: Ceylonese, Maori, Minoan, Phoenician, Somali, Carthage, English, Japanese and Carib.

Thanks for reporting I will check them out soon and see how I want them changed.

Hmm. Is it intended that;
1. Once Foundry can be built new cities can't build Forge and thus can not ever build Armourer, Bronzesmith, Coppersmith, Goldsmith, Guild Hall, Ironsmith, Townclock (and subsequently Automation Clock with Clockpunk), and The Colossus (less important I suppose, should have been built by then)?
2. After having built Foundry in any city if a mining resource pops you still can't build the respective smith building for it as it requires Forge?
3. Opera House with ClockPunk can be replaced by Orchestrion Theater and thus make Sydney Opera House and Modern Art Theatre impossible to build as well as having to build Bolshoi before upgrading the city's Opera House with Orchestrion Theater?

Cheers

I thought they would work with the upgraded buildings. I will have to do an OR requirement for them (if possible) Such as ...

Bronzesmith = Forge OR Foundry
 
Latest SVN, the palace building constantly gets removed from all civs. Even after replacing them via WB, they are immediately removed the next turn. What gives?
 
Latest SVN, the palace building constantly gets removed from all civs. Even after replacing them via WB, they are immediately removed the next turn. What gives?

This is defined in the NEW, "A_New_Dawn_GlobalDefines.xml file."

Code:
	<Define>
		<!-- Use the following to determine what building art
			is displayed on cities:
			0 = none
			1 = Wonders only
			2 = Wonders and city defences only
			3 = all -->
		<DefineName>SHOW_BUILDINGS_LEVEL</DefineName>
		<iDefineIntVal>[B]2[/B]</iDefineIntVal>
	</Define>

default is set on # 2, thats why, if you want to change it have at it, in your games of course.
 
This is defined in the NEW, "A_New_Dawn_GlobalDefines.xml file."

Code:
	<Define>
		<!-- Use the following to determine what building art
			is displayed on cities:
			0 = none
			1 = Wonders only
			2 = Wonders and city defences only
			3 = all -->
		<DefineName>SHOW_BUILDINGS_LEVEL</DefineName>
		<iDefineIntVal>[B]2[/B]</iDefineIntVal>
	</Define>

default is set on # 2, thats why, if you want to change it have at it, in your games of course.

Are you sure he just means 'graphically removed'? As in it still appears in the list of buildings in the city screen? I took his post to mean that it actually got removed (so is no longer in that list)...?
 
This is defined in the NEW, "A_New_Dawn_GlobalDefines.xml file."

Code:
	<Define>
		<!-- Use the following to determine what building art
			is displayed on cities:
			0 = none
			1 = Wonders only
			2 = Wonders and city defences only
			3 = all -->
		<DefineName>SHOW_BUILDINGS_LEVEL</DefineName>
		<iDefineIntVal>[B]2[/B]</iDefineIntVal>
	</Define>

default is set on # 2, thats why, if you want to change it have at it, in your games of course.
That is only display, philipschall talks about actually being removed from the building list I assume.
 
Are you sure he just means 'graphically removed'? As in it still appears in the list of buildings in the city screen? I took his post to mean that it actually got removed (so is no longer in that list)...?

That is only display, philipschall talks about actually being removed from the building list I assume.

But isn't thats what its supposed to do, have no buildings there except those in the default, or am i missing something, again., because he said the next turn they are "gone.":confused:
 
I can confirm palace disappears now. Research takes forever without it if you start a new game.
 
But isn't thats what its supposed to do, have no buildings there except those in the default, or am i missing something, again., because he said the next turn they are "gone.":confused:

No, it's supoposed to remove them from the rendering of the city picture as it appears when you look at the map. It's not supposed to actually remove them from the city (and doesn't, so this is something else entirely)
 
No, it's supoposed to remove them from the rendering of the city picture as it appears when you look at the map. It's not supposed to actually remove them from the city (and doesn't, so this is something else entirely)

ah, oh, let me test mine out real quick. Thx for clarifying.;)


EDIT: Yeppers he is correct, i looked and there is NO palace there even when the city starts, i placed it there and the next turn it was gone, just like he said.:crazyeye:

fixed see below posts.
 
I have reproduced it. It's a bug in the new PropertyBuildings code, which parses the XML incorrectly. I'm working on it...
 
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