v22 bugs and crashes

As in post @ 2 above, units are taking an EXTRA step "out of area" that i need that step back!!


EDIT: OK the Rogue/Ranger in the pic didnt take that route, it went straight forward as i wanted it to, BUT the fact still is that the "path" says one thing and the real way is another?? Very confusing:crazyeye:

Explained below, thx.
 
I was asked very politely to re-do the main mod, so i am, no biggy.:rolleyes:
Which is good as many will still download it and with that get the right version right away. I doubt many even find the patch thread. Might be useful to refer to it on the main download page.
 
The Heal function is still messed up (it was in V21 too, reported at least once for it as I recall). It is apparently doing a Sentry while Heal (which has a separate button) instead of a Fortify while Heal since it keeps waking up when it should never do so until the unit is healed. You really don't need two Sentry while Healing buttons.
There is a BUG option that turns the normal Fortify while Heal into a Sentry while Heal button. I assume it is meant for when you don't have the Sentry while Heal button.
So I guess I should just deactivate the functionality of that BUG option as it is pointless.
 
Two more bugs in the same game

When I pillage an area with my rogue, the AI worker just "freeze" (they don't work neither go to a city for protection) for several turn, then if I don't kill them they go back to work.

This General was in Constantinople one turn before but he went outside without any protection and, for me, no reason, apart my rogue nearby there is no danger in the proximity

BTW none of the AI is building Bandits Hideout
 

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They seem to dislike attacking over the river but like this they are also exposing themselves to danger.

This is working as intended! It is doing this to avoid attacking across the river. It is NOT exposing itself to danger as AiAndy suggested because it does not end turn on the 'exposed' tile. If you don't want this behavior for your Unitarian off AI pathing. If in general you like (or want to see for play test reasons) ai pathing then just turn it off for moves where toy want a different behavior then back on again ( the setting is totally dynamic)
 
Two more bugs in the same game

When I pillage an area with my rogue, the AI worker just "freeze" (they don't work neither go to a city for protection) for several turn, then if I don't kill them they go back to work.

This General was in Constantinople one turn before but he went outside without any protection and, for me, no reason, apart my rogue nearby there is no danger in the proximity

BTW none of the AI is building Bandits Hideout

Thanks for posting this and for the associated bug reports. Because I am midway through a large change it'll be several days before I get to this, but rest assured that I will do so as soon as I can.
 
This is working as intended! It is doing this to avoid attacking across the river. It is NOT exposing itself to danger as AiAndy suggested because it does not end turn on the 'exposed' tile. If you don't want this behavior for your Unitarian off AI pathing. If in general you like (or want to see for play test reasons) ai pathing then just turn it off for moves where toy want a different behavior then back on again ( the setting is totally dynamic)

Good to know, thx for the advise.;)
 
The Heal function is still messed up (it was in V21 too, reported at least once for it as I recall). It is apparently doing a Sentry while Heal (which has a separate button) instead of a Fortify while Heal since it keeps waking up when it should never do so until the unit is healed. You really don't need two Sentry while Healing buttons.

This has been a problem for me since V15, and i have just ignored it and moved on that whole time! Shows how some bugs have been around so long you start to think of them as normal.:crazyeye:
 
I have been considering having all subdued animals instantly move back to the nearest city, just like the sea creatures do. The main reason is that I have seen stacks of animals with a hunter "never" going back to a city even when they pass next to their own cultural border.

I think I will introduce it as an experiment in a few days so the SVN users can play with it awhile and then decide if it should be in for v23 later.

I have also seen this AI behaviour and I agree it should be fixed. But as a representative of the "Min/Max Micromanager's Party", I like the challenge of dragging an exotic subdued animal back from distant lands to my home. In the search for Myth buildings I send my Hunters on distant expeditions to capture rare animals and bring them back. There are plenty of historical references to expeditions like this. Having animals teleport back home eliminates the challenge of bringing the animal back, often sneaking around hostile territory. There is also the choice the player makes; "Do I bring back this one animal or stay distant looking for more exotics?"

The "teleport" option also eliminates the choice of spending gold to bring an animal back that you just intend to butcher. "How much gold will I spend to gain how much extra food and hammers?" I was kind of bummed when the sea animals started teleporting back.

My preference would be to leave subdued animals as is, but figure out why the AI does not return their catch. I have also experienced the behaviour of subdued animals ungrouping from their escort hunter, but it did not bother me too much.
 
There is a BUG option that turns the normal Fortify while Heal into a Sentry while Heal button. I assume it is meant for when you don't have the Sentry while Heal button.
So I guess I should just deactivate the functionality of that BUG option as it is pointless.

Ah. I see. General tab, Actions section, Sentry while Heal. Apparently it is on by default.
 
text display for Hittite volcanoe active and dormant is displayed very frequently ( playing as Hittite) but no volcanoe in visable plots, is the event being triggered and not fireing?. Is everyone seeing this for the civ they are playing?.

Save game posting tommorrow, when im back at home.

I think the bug here is with the game text displayed -- it's set to display YOUR civilization, not the civilization that is experiencing the event. I see it happening with the Dockworkers' Strike event too.
 
Even with the BUG option selected to not display unbuildable units or buildings, they are still showing up in the display on the city screen, it makes it difficult to find the right unit to build when EVERY unit is listed, just greyed out.
 
Even with the BUG option selected to not display unbuildable units or buildings, they are still showing up in the display on the city screen, it makes it difficult to find the right unit to build when EVERY unit is listed, just greyed out.

Those options are now obsolete since much more thorough control is available directly on the city screen.

Use the filter buttons along the top of the list to select what you want to see. The very first filter button on the left hides things you can't currently build. Other buttons allow you to show only things with specific properties (like only buildings that produce culture, or only units that are non-combat). Then there are the drop-down lists to control sorting. Of particular importance since it seems to confuse some people: by default the build list items are shown in order of cost, cheapest first, so if you want to seem them in alphabetical order you need to use the drop-down selector thingy on the right and pick "name" to sort them by name instead of by cost.

Note that there are 3 different categories of things and the buttons only affect the currently active one: units, buildings, or wonders. You need to use the buttons to the right of the list to select which sort of thing is the currently active type. Using the scroll bar (or mouse wheel) to scroll down from the units section into the buildings section does not switch the selection controls across the top to apply to buildings. They will still apply to units until you click the buildings button off to the right.

It does remember your settings from the last time you were in that city screen.
 
Those options are now obsolete since much more thorough control is available directly on the city screen.

Use the filter buttons along the top of the list to select what you want to see. The very first filter button on the left hides things you can't currently build. Other buttons allow you to show only things with specific properties (like only buildings that produce culture, or only units that are non-combat). Then there are the drop-down lists to control sorting. Of particular importance since it seems to confuse some people: by default the build list items are shown in order of cost, cheapest first, so if you want to seem them in alphabetical order you need to use the drop-down selector thingy on the right and pick "name" to sort them by name instead of by cost.

Note that there are 3 different categories of things and the buttons only affect the currently active one: units, buildings, or wonders. You need to use the buttons to the right of the list to select which sort of thing is the currently active type. Using the scroll bar (or mouse wheel) to scroll down from the units section into the buildings section does not switch the selection controls across the top to apply to buildings. They will still apply to units until you click the buildings button off to the right.

It does remember your settings from the last time you were in that city screen.

I have two problems with that -- one is that it is not remembering that setting between save games, and the other is that it is not transferring that setting from city to city. The old option was much, much more helpful.
 
OK even with the NEW dll, the enemy is still not taking over my city like i wan them to?????

They just move BACK and FORTH no attacking???:mad:

SVN: 2158

This is a separate bug and (in real usage rather than artifical testing) less severe. Specifically attack stacks can't attack EMPTY cities! This tend not to arise in real games so I'm not going to issue an immediate fix, but I'll fix it in a few days time. Meanwhile....don't exploit!!!
 
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