v22 bugs and crashes

Do not put a limit on dogs. I use one in every city to guard against invisible units, and sometimes one to guard each worker. That means I am using 40 or more by mid Classical age.
 
Yes, I see... :think:
...maybe the max number of dogs should be related to the sum of all pop in your cities.

So for every 10 population you could have 2 dogs or so. This way you couldn't have too many but still enough.

But I really liked to see the 'more dogs need more meat' mechanism somehow included.
What about 1 meatsource per 2 dogs? :yumyum:
 
When I try to build Savanna Cavalry, I get an immediate CTD. If they are in the queue, then it is CTD when they get to the top of the list or will be built that turn.
 
I guess you're the first player of civ using this unit in the game^^
 
The Istar Gate wonder does not seem to be working right. I have built it, it put me in contact with all the current civs, but when new ones pop up, I am not in contact with them, I still get other civs trying to sell me contact with the new civ.
 
So nothing can be done against AI stacks with like 15-25 dogs...? It's enerving and just not right to my taste when I see it. But of course, build as many as you want, I guess I just have to dig a bit to find a civ in history with so many dogs without sufficient meat sources or population to hold them...

Do you perhaps s agree about the synergy bonus dog chain/police chain (if both units type in a city = +% thwart spies - essential to cover too easy nuking and bribing of AI!!!)? That way Ai units would be tied together and maybe stops spamming the unit after covering the tasks with some.
 
Also, the new tech Oratory, needs some buildings / something going in it, it has nothing there???

Give me a chance, RL has got in the way last week. It will have diplomatic units for talking to barbarian cities and goody villages (which replace goody huts when they are explored). It may also include missionary units to the same. Probably will have a school of rhetoric as well. Which will lead to the Great States Person unit.

I am currently converting the "Barbarian Envoy" mod to the Outcome system in C2C as a start. the unit is working but the mission is not yet. I am waiting on a change to the outcome system.

The Istar Gate wonder does not seem to be working right. I have built it, it put me in contact with all the current civs, but when new ones pop up, I am not in contact with them, I still get other civs trying to sell me contact with the new civ.

That is how it is designed to work. I could look into changing it.
 
When I try to build Savanna Cavalry, I get an immediate CTD. If they are in the queue, then it is CTD when they get to the top of the list or will be built that turn.

See my post at the end of the previous page. I have PM'd ls612 to let him know about this.

The crash with the Nautilus unit reported elsewhere is likely the same thing BTW.
 
See my post at the end of the previous page. I have PM'd ls612 to let him know about this.

The crash with the Nautilus unit reported elsewhere is likely the same thing BTW.

I feel that until we get those units working we should remove them from the game. I had to do the same thing for the Ibex Chariot which causes a CTD whenever it gets on a boat. ;)
 
Give me a chance, RL has got in the way last week. It will have diplomatic units for talking to barbarian cities and goody villages (which replace goody huts when they are explored). It may also include missionary units to the same. Probably will have a school of rhetoric as well. Which will lead to the Great States Person unit.

I am currently converting the "Barbarian Envoy" mod to the Outcome system in C2C as a start. the unit is working but the mission is not yet. I am waiting on a change to the outcome system.

That is how it is designed to work. I could look into changing it.

OK, i just thought Hydro might want to put something in there is all.

I feel that until we get those units working we should remove them from the game. I had to do the same thing for the Ibex Chariot which causes a CTD whenever it gets on a boat. ;)

Definitely, one thing i hate is units that make a game CTD, i cant stand that.:trouble:
 
I've managed to pin this down, but a solution will need ls612 to work on it.

Basically any time you get a 'savannah cavalry' at the top of a build queue the game crashes. In your save game, Carthage has a bunch of these units queued up behind another unit. When the turn executes the top unit is built, leaving a savannah cavalry on the top of the build queue and the game crashes (outside of our DLL, which means it's almost certainly a graphics issue).

You can reproduce this by just opening the city screen for Carthage and cancelling the top unit from the build queue (leaving the savannah cavalry on top) - the game immediately crashes.

I have verified that adding these units in worldbuilder is fine, and they behave fine once created, so it's just the graphic that appears in the city screen next to the build queue for the top build that needs fixing.

Until ls612 is able to fix this, your workaround is to refrain from building these units ;) [I have verified that the turn completes fine if I switch Carthage to somethign else]

I've committed a prospective fix for this problem, as well as for the Nautilus, which was exhibiting the same problem.

Tell me please if this fixes it. Thanks.
 
So nothing can be done against AI stacks with like 15-25 dogs...?
My solution would be to reduce the strength of said dogs.
Trained dogs from 3 to 2,
war dogs from 5 to 3,
guard dogs from 17 to 5,
i think you get the picture.

Speaking of dogs it would be nice it the guard dog trainer would be useful, perhaps allowing the player to create guard dogs.
Currently i need a war dog trainer to train a guard dog, which is mot pretty convenient as war dog trainers are obsolete with the ability to build guard dogs.
 
I found an issue with the new pathing system:

If you hold right mouse to see what path my slinger from Cuszco would take to the tiles I marked with '22 turns' and '25 turns', you see that the tiles are next to each other. So the pathing via southern route to the tile with marked '25 turns' should not occur, instead the pathing should be done via the northern route and show '23 turns'.

Just got round to looking at this, and the good news is it's not a bug.

AI pathing does not guarantee the shortest path, it guarantees what the AI considers the 'best' path, which takes account of things like how good the defensive terrain is that you end turn on at each step of the path. The longer path is preferred in one case because it thinks the terrain benefits (more time spent on thuings like wooded hills) outweight the extra length. Obviously this effect tends to get more pronounced the longer the path is - it's more unusual to see deviation from shortest route on shorter paths, because the amount that needs to be 'made' up as a proportion is that much greater.

With AI pathing turned off you should see shortest paths all the time I think.
 
Thx for the follow-up!

Btw in earlier versions I saw a lot of barbs pillaging the landscape, not necessarily attacking the city if it's well defended but coming annoyingly close with their stacks being a constant thread. I somehow miss this agressive show off notw... (and I have raging barbs on!). Ok, they have 15 units in one of theirs near my eastern city but no barb comes to visit my 2 slingers and a tracker there (ok I have a general that's pretty heavy but he has to be kept some tiles away in city #3 to hold down revolutionary sentiment by 50% (best promotion for a general imho)

Yeah and some GEM map eyecandy^^
 

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OK, i just thought Hydro might want to put something in there is all.

In time. I recently added Roads to Roads tech (and Trails to Tracking tech) and moved Paved Roads to Paved Roads. I still have to fill in Concrete and Mosaics.

Right now I am working on some Bar related buildings. So I should have them uploaded to the SVN soon. Easter slowed me down since I was busy all weekend.
 
Is the MAD nuke map thing, ALT-N supposed to be wokring?
I'm getting an error message when I click the button or use ALT-N:

Error in kdbEvent event handler <bound method MADNukesEventManager.onKdbEvent of
<MADNukesEventManager.MadNukesEventManaager instance at 0x17BD0468>>
 
My solution would be to reduce the strength of said dogs.
Trained dogs from 3 to 2,
war dogs from 5 to 3,
guard dogs from 17 to 5,
i think you get the picture.

dogs are not supposed to be attack units anyway, but defensive. They are used to detect threats and allow the more capable unit to do the actual attack. Police dogs just subdue, not kill, and they are to keep the opponant busy while the handler comes up and shoots them. Cut down the strength and make them defend only. May not keep the AI from building 50 or 100, but will keep it from throwing them away in a fruitless attack on my city, all 100 attacking, all 100 dying, only 1 defensive unit ever used, and suffers no damage.
 
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