v21 bugs and crashes

Re-posting of Persisting Bug:

Administration buildings: When upgrading an Administration building to the next step the specialists the new one gives are added onto what the old one gave. Village Hall to Town Hall gives a total of 3 specialists instead of 2. Come to think of it, as I've always just recalculated (now that that is possible) I don't know if the maintenance also stacks. Will have to check that next time I upgrade one.
River Authority buildings: When upgrading a River Authority building the extra commerce from river tiles stack rather than replace. When upgrading a River Port to River Authority it increases river tile commerce by 3 instead of 2. Recalculating fixes, of course, but should still not happen.
Will remember to check if any other benefits/penalties also stack.

Those are the ones I've noticed. When I have a chance I'll check the Boatyard to Marina combo, see if that stacks too.

Cheers

That's odd. I distinctly remember fixing that one. I'll look at my own game, but if you have one that you know illustrates it that would be helpful in case its deopendent on some other elements of the context too.
 
This is weird. I do not know why it would do this. If i set them all to 1 then the stacking should come out correct, however it would appear not to be an upgrade if i did since they would all have the same stats.

Perhaps AIAndy knows why <RiverPlotYieldChanges> stacks.

Code:
			<RiverPlotYieldChanges>
				<iYield>0</iYield>
				<iYield>0</iYield>
				<iYield>1</iYield>
			</RiverPlotYieldChanges>

They don't stack. Check if recalculatign fixes it. Bet it does, in which case it's almost certainly an example of what Blue Genie reports in the post above yours. If you could post an illustrative save that would help please.
 
during Combat crash, not repeatable atm... heres the dump.
Using current SVN 2132 I think.....

It's a graphical crash inside the core Civ IV game engine. Sorry, not much we can do about that. If you have the problem a lot setting quick comat (so it doesn't bother with the combat animations) might help.
 
In my recent game I found that Ambushers can't enter cities to perform their Espionage mission (without attacking the city defenders). This is probably a side effect of having forbidden hidden units in cities.

One question: What does "-50% city strength" on Ambushers do ?
 
BG wrote:River Authority buildings: When upgrading a River Authority building the extra commerce from river tiles stack rather than replace. When upgrading a River Port to River Authority it increases river tile commerce by 3 instead of 2. Recalculating fixes, of course, but should still not happen.

Please explain better? Are you saying you get 5 gold total after upgrading? I want that! (I ain't getting it now)

JosEPh
 
They stack. In all my games so far it's happened. And no, not 5 total, Base+1+2 total. A Riverplot giving 1 commerce gave 2 commerce with River Port and +2 to a total of 4 commerce with River Authority.

Actually that got me thinking. Being Financial everything with 4 gives me 1 extra. In the ones I've noticed this I think I have been Financial. Not sure if it's a combination of being financial and the river yields. I'll have to check my current game when I get to River Authorities again, to make sure.

The Specialists DO happen though, in my current game. I'm recalculating after every upgrade I make to remove them but I don't know how long or often the AI's have had extra specialists due to this.

Cheers
 
I have some messed up pathing that I think you might enjoy.
The scribe and or colonist in this save file, (near memphis) want to go across 36 steps of water to go 6 squares down. See pic and attached save game.
---------------
Upon moving some other units it self corrected the path the next time it cycled to them. SOO you might not be able to reproduce this if your not lucky.

Not terribly surprisingly it doesn't reproduce. I'm not going to worry about these pathing glitches until after I complete pahse 2 of the pathing changes once v22 is released. For now they are rare and of low impact (just switch unit selection then go back and try again). If the issue persists once phase 2 is complete I'll put more effort into traking it down.
 
They stack. In all my games so far it's happened. And no, not 5 total, Base+1+2 total. A Riverplot giving 1 commerce gave 2 commerce with River Port and +2 to a total of 4 commerce with River Authority.

Actually that got me thinking. Being Financial everything with 4 gives me 1 extra. In the ones I've noticed this I think I have been Financial. Not sure if it's a combination of being financial and the river yields. I'll have to check my current game when I get to River Authorities again, to make sure.

The Specialists DO happen though, in my current game. I'm recalculating after every upgrade I make to remove them but I don't know how long or often the AI's have had extra specialists due to this.

Cheers

Is this effect (for river authorities, not admin buildings) surviving recalculation?
 
I'm used to seeing 3 gold for say a lumber mill after upgrading to River Authority and I have No Problem with that. If that gets reduced to 2 I will have a problem with it. It's the only way I can have/see justification to build it because of the "crime" penalties now.

JosEPh
 
Lumber Mill along River Side gives one in base so should be 3 commerce after upgrade. That's correct. If it's with a corner on the river then it's 0 base and 3 would be one too many. Might only be me it happens to. *sighs*

Cheers
 
Re-posting of Persisting Bug:

Administration buildings: When upgrading an Administration building to the next step the specialists the new one gives are added onto what the old one gave. Village Hall to Town Hall gives a total of 3 specialists instead of 2. Come to think of it, as I've always just recalculated (now that that is possible) I don't know if the maintenance also stacks. Will have to check that next time I upgrade one.
River Authority buildings: When upgrading a River Authority building the extra commerce from river tiles stack rather than replace. When upgrading a River Port to River Authority it increases river tile commerce by 3 instead of 2. Recalculating fixes, of course, but should still not happen.
Will remember to check if any other benefits/penalties also stack.

Those are the ones I've noticed. When I have a chance I'll check the Boatyard to Marina combo, see if that stacks too.

Cheers

Fix pushed to SVN. This is quite a delicate area of the code so while I'm sure I fixed the cases raised please be on the look out for oddities in recalculating, buying, or selling buidings that are parts of replacement chains, especially if you have more than two of the chain in the city in question.
 
Lumber Mill along River Side gives one in base so should be 3 commerce after upgrade. That's correct. If it's with a corner on the river then it's 0 base and 3 would be one too many. Might only be me it happens to. *sighs*

Cheers

It's been awhile since I played with a leader that had Financial trait too. Maybe I need to consider that to get my gold/turn back to more"normal" levels for my style of play.

JosEPh :)
 
Bug in the AI , as you can see below, in the very beginning of the game it purchase the upgrade for making xp with barbarians

If needed i can put a save

for the story this wanderer die some turns later against an horse
 

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Bug in the AI , as you can see below, in the very beginning of the game it purchase the upgrade for making xp with barbarians

If needed i can put a save

for the story this wanderer die some turns later against an horse

The AI is SUPER dumb about picking promotions, but regardless of that - give there are auo combat promotions on win (which are random from those available I think) in CC what makes you think this was an AI decision rather than a combat promotion? (not saying it isn't necessarily, but...)
 
Running SVN version 2134. After doing recalcs on my save game I am not getting any food from buildlings. If I destroy the building and rebuild it or add it in world builder it works correctly.

Saves before and after recalcs attached.
 

Attachments

V21 double entry in civinfo, two instances:
<City>TXT_KEY_CITY_NAME_HARAPPAN</City>
 
The AI is SUPER dumb about picking promotions, but regardless of that - give there are auo combat promotions on win (which are random from those available I think) in CC what makes you think this was an AI decision rather than a combat promotion? (not saying it isn't necessarily, but...)

It's because since they are this new prom (barb and animal) I never had them in auto-promotion and, in another game that I stop, it was the same for early units even a slinger (last screen) that probably never get out of his town
 

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