v23 Bugs and Crashes

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Is anyone aware of a bug that messes with starting XP for units - XP awarded from buildings and civics? (I'm am using the SVN version from 3 days ago, I was going to update tonight but saw on the SVN thread that there is a change that breaks save games so I'm holding off for now).

I am trying to narrow down when the issue occurs so that I can give a full report, either the hover over pop-up for units in the city screen build bar at the bottom is incorrect in that it shows XP in green that would be given from buildings even after they have gone obsolete, or the XP isn't being awarded properly to some units when they are built - I'm currently unsure which is the case, but if it's not already a known issue I will experiment further to try to narrow it down (and provide screenshots and save game), because it's not consistent for all units or XP giving buildings so might require a bit of fiddling about to reproduce.

EDIT: Seems to be a problem in the unit hover over pop-up in the city build queue, have taken a screenshot to demonstrate but my husband wants to use the PC so it will have to wait for a bit!

I have been getting this for many versions. The hover over is incorrect in the number of XP the unit is going to get. perhaps if you post it also someone will fix it.:mischief:
 
Got python exception in "strategic advantages" tab. Screenshot and savegame attached, though savegame was created with SVN r2617 and may crash while loading on subsequent revisions.
 

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yeah, I somewhat expected some python interaction errors like this. For py modders, please note that the references should be changed to CyPlayer (same tags otherwise) in anything that has to do with isNukesValid.
 
I have been getting this for many versions. The hover over is incorrect in the number of XP the unit is going to get. perhaps if you post it also someone will fix it.:mischief:

I've now posted more full details and screenshots, I vaguely noticed it in my last game but that was quite a pacifist game, this one I am building more units and it struck me that I wasn't getting the starting XP I was expecting :mad: then it struck me that the game was just giving me duff information about what starting XP my units were going to get :mischief:

In this current game which is a bit more military than my last game, it's started to do my head in - I need to know what XP my units will start out with so I can decide where to build them, or decide whether I need to build another XP giving building in a city to get another starting promotion (+1 starting XP can make a difference if it means the difference between 1 promotions and 2, or 2 promotions and 3, for new units) before queuing up units to build. I was fully expecting to be able to give my Coyote Runners built in that city the City Raider promotion (I have a lot of desert and camel resources, Mecca needs to fall to me and be assimilated because I'll get far more out of middle eastern culture than the one I started with), instead they only had 1 XP and no city raider promotion :( Because I can't possibly remember what is obsolete and what isn't, there are like thousands of bloomin buildings in the game now! Which is a good thing, but I can't remember what has already gone obsolete when I want to build a unit, I need to be able to trust that info on the screen.
 
Neanderthals are not spawned starting from rev 2616.
I have found that they were disabled in A_New_Dawn_GlobalDefines.xml:

<DefineName>NEANDERTHAL_SPAWN_MODIFIER</DefineName>
<iDefineIntVal>100</iDefineIntVal>
</Define>

was changed to:

<DefineName>NEANDERTHAL_SPAWN_MODIFIER</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>

Also SHOW_BUILDINGS_LEVEL value was changed from 3 to 0 in the same file.
There was no mention of these changes in commit log message, so I think it was unintentional.
 
In previous versions (and indeed this one) it can cause e game to hang and never complete turns. I really don't recommend using it. This happens because the AI has zero understanding of it and so can get hung up when it can't make moves it expects to. It also cripples the AIs ability to stage attacks, since all the AI strategy is centered around single attack stacks reaching sufficient power levels - if that neve happens the AI will never attack. Since it would require a major rewrite of all AI attack logic to address this I have never considered it worthwhile, so just warning you that it's not really a good option in terms of it's (unintended I'm sure) side effects.

Whether to use this option or not is one thing, and your explanation is credible, so I take it. But I just wanted to claim that it is not working TECHNICALLY in current version. That's a different story.

Coming back to your explanation - I was and I still am a strong proponent of this option. Without elaborating on this I simply perceive it as an option which makes the military aspect in CIV IV more realistic. However, if AI doesn't understand what to do I admit that it is better not to use it. Pity, though.
 
Neanderthals are not spawned starting from rev 2616.
I have found that they were disabled in A_New_Dawn_GlobalDefines.xml:

<DefineName>NEANDERTHAL_SPAWN_MODIFIER</DefineName>
<iDefineIntVal>100</iDefineIntVal>
</Define>

was changed to:

<DefineName>NEANDERTHAL_SPAWN_MODIFIER</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>

Also SHOW_BUILDINGS_LEVEL value was changed from 3 to 0 in the same file.
There was no mention of these changes in commit log message, so I think it was unintentional.

Ooops, that was me:blush: When I did the sync I forgot about not syncing that file.
 
XML errors from the download link I tried, never loaded at all. Entire file bad..

You guys should use only Mod DB site for downloads, much better place to grab files from in my opinion! :p
 
I have noticed a couple of minor bugs. I have met, repeatedly, a large saltwater croc that has 360% fight advantage vs ships. Have also met many crocs, large and small that are normal strength.

I also tend to build clay pits very early in a city and something that happened evidently put many clay pits on the choices to build list.

Other than that version 23 has been awesome. It amazes me how each new version becomes even more fascinating than the last. It's all about having lots of choices. Many many thanks to everyone on the mod team for their hard work.:goodjob:
 
I think, that means some text string is missing?
 

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I have noticed a couple of minor bugs. I have met, repeatedly, a large saltwater croc that has 360% fight advantage vs ships. Have also met many crocs, large and small that are normal strength.

The problem has been fixed in the beta for the next version (SVN).
 
Copied from C2C: Promothions thread:

Second, I don't think the dynamic experience is working properly with units that have a commander attached to them, especially when the unit has the +100% experience promotion. If they do have both promotions battles that normally give you 0.25 xp give you about 3.00 xp, which seems like way too much.

Yes, I've noticed that as well. In current game I have level 14 Stone Axeman (185xp) due to that effect and I feel it sort of gamebreaking.
I am on last place by troop size in demographics but having good power rating(because of that unit I suspect), so AI fears to attack me. And rightfully so - that unit alone can defeat an army. It seems that AI can't grow such experienced troops, so I fear that gives player very unfair advantage over AI.

Do I need to upload savegame?
 
"Revolution Watch" screen which opens with 'CheGevara' button shows default domestic advisor views. When I added some views to show rev specific data they were lost after quitting the game.
 

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