v22 bugs and crashes

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.
If you do that then dogs will be unable to kill any rougues or assassins they find in your borders, it will make auto-patrol nonfunctional, and require troops to travel with every dog to fight any stealth units it finds. And personally, when I see an enemy dog, I don't go attack it and sucicide like the bots do. :P If you want to stop my assassins you have to chase me down cujoe.
 
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>>

Post the PythonErr.log file (not PythonErr2.log) from the log file near where your saves are. If you don't have logging on please turn it on and do alt-n again then post the log. Thanks.
 
The names for some of the Brazilian Civ are TXT_CITY_.

Edit The problem Aevum is having is that there is some part missing fro the Mad Nukes mod. It is not finding a value for MAD_NUKES_MANAGER_BACKGROUND which has something to do with the art files.
 
A couple of small bugs I've noticed. I'm playing the latest SVN version.

1) The graphic for the trails building (prehistoric) appears to be missing.

2) Some strange AI behaviour. I use automated hunt, to nerf my hunting slightly, but my trackers are doing some strange things when it comes to goody huts. When there is a goody hut guarded by a neandertal the tracker will always try to attack it, even when it has a miniscule chance of winning. I've seen my trackers kill themselves trying to attack a fortified neandertal warrior on a wooded hill more times than I care to remember.

Perhaps something could be added to tell the trackers or hunters not to attack unless there is a good chance of winning the battle (maybe 75%+)?

3) The sid's tips text for Raft Building is the same as for sailing.
 
2) Some strange AI behaviour. I use automated hunt, to nerf my hunting slightly, but my trackers are doing some strange things when it comes to goody huts. When there is a goody hut guarded by a neandertal the tracker will always try to attack it, even when it has a miniscule chance of winning. I've seen my trackers kill themselves trying to attack a fortified neandertal warrior on a wooded hill more times than I care to remember.

It's a bug (obvious now you've pointed out the case). It already has a test to only go for goody huts if doing so doesn't expose it to danger (60% survival chance), but the test used is flawed in this context because it tests the danger at a plot from its neighbours - not including the plot itself! I'll fix it today.
 
I looked through all the cities in Brazil and they seem correct?

EDIT: Also see attached errors?

I was going to post a screen dump but my graphics are playing up again and it wont let me. I will need to reboot and try again.

The first doesn't happen for me it is fine. I did a sync with the SVN when Hydro reported it and there are no differences I could see. I will try something else to find it.

The second one is normal as far as I can tell. It displays some icons (buildings, improvements and even units) as smaller but I don't know why, I thought it was because it required another tech as well.

@Aevum, I posted a fix to your Mad Nukes problem to the SVN yesterday. Are you using the SVN or should I post the files here for you?
 
@Aevum, I posted a fix to your Mad Nukes problem to the SVN yesterday. Are you using the SVN or should I post the files here for you?

Hey thanks, I'll try it out later today and see if it works. I've been working on some art and fixing some missing artdefines for the trained dogs lineup. So I'll hopefullly get around to actually playing some later tonight.

@Strat
I think I remeber seeing a similiar glitch on the tech popup from Solar Panals, like the white solarpanal improvement was Giagantic and didn't fit either.
 
It's a bug (obvious now you've pointed out the case). It already has a test to only go for goody huts if doing so doesn't expose it to danger (60% survival chance), but the test used is flawed in this context because it tests the danger at a plot from its neighbours - not including the plot itself! I'll fix it today.

Great, thanks a lot.

I'll test the fix you posted to the SVN. I think I'll be starting a new game anyway because of the start as minors issue.
 
I looked through all the cities in Brazil and they seem correct?

EDIT: Also see attached errors?

OK, I have duplicated the missing coast button problem, so I can now fix it. The Brazil cities are fine now too. Looks like I may have missed an update somewhere.

Problem with tech tree, Oratory and Dualism overlap, see attached.
 
Police Units, ....police cars for sure... Crime Negative does Not update when promoting riot control promotions. It may be working in background, but it not shown on the unit.

Coit Tower Wonder has
......Fire Dock, TXT_KEY_FIRE_HANGER
 
Great, thanks a lot.

I'll test the fix you posted to the SVN. I think I'll be starting a new game anyway because of the start as minors issue.

Koshling, it seems the bug is still there. I just had a tracker going for a goody hut suicide against a fortified neandertal on a wooded hill. Save game attached.
 
Koshling, it seems the bug is still there. I just had a tracker going for a goody hut suicide against a fortified neandertal on a wooded hill. Save game attached.

Can you provide a bit of description as to where to look? I loaded the save and as far as I can see you have 2 trackers in the wilderness, but I dont see a goodie hut near either of them. Is it this turn that they suicide on?

Edit - nvm -found it (and diagnosed). Fix will be into the SVN later today - sorry about the false reporting yesterday ;)
 
I'll have to look again, either that or someone did a commit before updating again??:sad:

I think with the newest version of Tortoise SVN that the program throws an error and makes you update before committing if you are going to overwrite someone else's changes.
 
I think with the newest version of Tortoise SVN that the program throws an error and makes you update before committing if you are going to overwrite someone else's changes.

It Alwys has. It won't let you do it without explicitly mergingnthe file or marking it as resolved.
 
The hover over for building a spy when in a city shows XP from civics and wonders plus buildings even though no XP are given. In C2C there is only one building that currently gives espionage units XP and that is Scotland Yard which can be built in any city by a great spy.
 
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