v22 bugs and crashes

Originally Posted by DRJ
To be able to somehow capture such UUs would be interesting, another way to get access to other cultures maybe (that on high difficulties often are built by the techleaders, so nearly no chance to get [early] cultures [or cultural special units] in these games).

In Fall from Heaven 2, there was a great ability that allowed Slaves to be taken.
So when you defeated an enemy in combat, there was a chance to get a slave. Those slaves were poor (but free) workers, who could be sold, or give a small one time hurry production.
 
In Fall from Heaven 2, there was a great ability that allowed Slaves to be taken.
So when you defeated an enemy in combat, there was a chance to get a slave. Those slaves were poor (but free) workers, who could be sold, or give a small one time hurry production.

So what does this have to do with crashes/bugs in this thread??:)
 
This problem was fixed, (I think), in v21, but now is back again. Field Generals are getting XP WAY beyond their control limit when on the defensive. My GG just got 86 points while defending.
 
This problem was fixed, (I think), in v21, but now is back again. Field Generals are getting XP WAY beyond their control limit when on the defensive. My GG just got 86 points while defending.

Can you give me a save game please, where this occurs on turn end.
 
I think I found a flaw in AI behaviour:

once I had canoes and finished exploring the coast a bit to catch sea critters, I put 4 of my 5 canoes together with my general at the korean coast, blocking all sea tiles.
A korean city, size 10 had worked 5 of these and so Korea - as I expected - tried to counter by beelining to boat building and after reaching it, it built a canoe builders hut in its city. In its 2 cities 2 huge invasion armies gathered as well. I expected them to spam the 5 canoes in no time, filling them up and sending waves and waves abroad the japanese shore, (although I am not that afraid as each wave only had max 5 units loaded and my ships would sink some of theirs so the remaining units would be xp for my general (lol the canoes remind me of german subs from ww1)- but at home korea is quite a power, a 5 promotion general who had his experience from thousand years of raging barbs would face my troops much too soon as my general is still very young and mostly suicidal seabound^^
To make a long story short, AI never built a single boat, healer and stuff instead. last thing they built was a seaweed farm, which is why i want to call it the see-weed-farm-instead-of-boat trip-bug... the other screenshot shows all ruins I encountered --raging barbs/autoraze really helps to decrease turntimes at one point (only the strongest survive (and the techleader with the great wall) but perhaps it was the barb rebellion bug, I dont know. Might be more frequent with more barbs around in general... :think: gonna send my hunters in search of that suspected, legendary giant barbarian stack horde with like 100 units ploughing through deity AI meat. Hail Japan^^

Here's the savegame (SVN from just before animals were beamed home - I like it to have to bring them home I guess, so I am gonna stay at that version a bit and hereby request a game option for the old ways :cowboy: lol I guess I'm more conservative than I thought I was), maybe you can bring the AI to be smart and build a boat finally, after all, I blocked all sea tiles of 2 of their 3 cities with one ship :exploit:

lol.

You're much too anthropomorphic in your view of the AI. Its tech path is uninfluenced (at that level at least) by the military disposition in the game, so the fact that it research canoe building after you blockaded is conincidence I think. As to not building ships afterwards, I'll use your save game to analyze, but my hypothesis would be that it considers it not worthwhile because any such ships can only reach 2-3 tiles due to your cultural expansion (it may well not take war status into account in that evaluation). I definately agree with you that this is a flaw though, so I'll take a look and see if there is an easy solution sometime in the not too distant future.
 
lol.

You're much too anthropomorphic in your view of the AI. Its tech path is uninfluenced (at that level at least) by the military disposition in the game, so the fact that it research canoe building after you blockaded is coincidence I think. As to not building ships afterwards, I'll use your save game to analyze, but my hypothesis would be that it considers it not worthwhile because any such ships can only reach 2-3 tiles due to your cultural expansion (it may well not take war status into account in that evaluation). I definitely agree with you that this is a flaw though, so I'll take a look and see if there is an easy solution sometime in the not too distant future.

ahaha, nice way to say things like that from Minnesota, "Ya Sure You Betcha.":p
 
minor bug with new ocean types
The Civic "Waste to Sea" does not recognise the new Tropical and Polar sea types. You can convert to this Civic and not lose the :commerce: from Tropical or Polar tiles.
 
Speaking of "Waste To Sea" Civic: The only time it's worth using, imo, is when one has no ocean tiles to lose a commerce from, and then one actually has no sea to waste...

Cheers
 
Speaking of "Waste To Sea" Civic: The only time it's worth using, imo, is when one has no ocean tiles to lose a commerce from, and then one actually has no sea to waste...

Cheers
"Waste to Sea" also speeds up city growth. The starting "Garbage Anywhere" has a 25% more :food: penalty to city growth, while "Waste to Sea" only has a 10% more :food: penalty. It also has one less :yuck:. So you may be able to increase city growth empire-wide to compensate for the coss of :commerce:, depending on how many cities and how many water tiles you're working.

I favour population growth a lot through the Classical Era, so I will pick up "Waste to Sea" once I can. It's not valuable enough to beeline to Seafaring; but it's helpful growing cities.
 
Goody Huts aka Tribal villages seem rather scarce in my new game. In fact at 2480 BC I've found 1. And I've not even met another AI. There is one in the coastal water but it will be unavailable for centuries still.

JosEPh
 
Goody Huts aka Tribal villages seem rather scarce in my new game. In fact at 2480 BC I've found 1. And I've not even met another AI. There is one in the coastal water but it will be unavailable for centuries still.

JosEPh

I do agree here, i like alot more of them.:)
 
Do you have stone resource and build the Wonder for it?

Of course i build it. There between 20 and 25 Neanderthals under my commando. After i have update SVN i cant build more. I have not research tech who disable this, i cant chose build because i not see in unit line.
 
I do agree here, i like alot more of them.:)

To my taste they are balanced ok.
When not playing on GEM i got about 6 huts and I think the 2 or 3 techs I found in them really helped me to develop much faster than usually on GEM, so in the end they made it a bit too easy for my taste.

On the other hand if AI gets those techs they skyrocket even more, so I wouldn't like to have more goody huts (imagine you start on island and AI gets them all). Maybe settler or noble difficulty could spawn more^^
 
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