v27 and above - Single Player Bug/Crashes report thread

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You mean the arrows in the city screen? Can you post an image with the arrow ringed so I'm sure were talkig about the same ones please.

Sure, but this only happens when i try to move to all the towns and see what is there . . Again sometimes yes, sometimes No, depends how long i have been playing, (i think)??
 
Sure, but this only happens when i try to move to all the towns and see what is there . . Again sometimes yes, sometimes No, depends how long i have been playing, (i think)??

Oh! Lol. I didn't even know the were city selections arrows there - I've never used those! I was thinking toy meant the ones inside the city screen. Now I know what were talking about I'll take a look - it's probably going to be fairly easy tomfnd and fix.
 
Ctrl-Shift-T. And I don't know why it wouldn't work from the popup. If it isn't working for you on SVN 4297 there may be a different bug in the recalc somewhere, because it worked for me.

I noticed something. My leader is a modified one with all possible positive traits and no negative. Now, when I got completely new C2C with new SVN updates and "stock" leaders I got after recalculation plus 20 or something so I decided to reload save with my leader upgraded (just customized lederheadinfo) and it came back to negative..... does it means that positive traits are not so positive at the end? Would such a change did it?
 
I noticed something. My leader is a modified one with all possible positive traits and no negative. Now, when I got completely new C2C with new SVN updates and "stock" leaders I got after recalculation plus 20 or something so I decided to reload save with my leader upgraded (just customized lederheadinfo) and it came back to negative..... does it means that positive traits are not so positive at the end? Would such a change did it?

I'm confused. What is positive? the Civic Upkeep modifier?
 
I'm confused. What is positive? the Civic Upkeep modifier?

NO I changed my leaderhead traits by adding all positive available (19) and removing negative if there were any. Casimir by the way is the leader.(Casimir_CIV4LeaderHeadInfos modified for all positive traits attached to the leader no negs)
 
Oh. Why did you do that? And what is the bug involved?

The negative gold...... you looked at the file... after reverting Casimir_CIV4LeaderHeadInfos to the stock file with original traits it came back to positive gold...... so what is up with positive traits? One or more of positive traits have negative influence on some income modifiers .. I can attach my modified Casimir_CIV4LeaderHeadInfos file .... but such a modification shouldn't have negative impact on the leader financial outcome unless some traits from the list of positive traits are not ..... positive..... maybe particular combination of all 19 so called positive traits has a weird effect?

... but now after I found out what is going i can skip modifying leader for traits ... for sake of playability
 
The negative gold...... you looked at the file... after reverting Casimir_CIV4LeaderHeadInfos to the stock file with original traits it came back to positive gold...... so what is up with positive traits? One of more of positive traits have negative influence on some income modifiers

Yes. I'd like to change that, but unfortunately I'm not in charge of traits.
 
NO I changed my leaderhead traits by adding all positive available (19) and removing negative if there were any. Casimir by the way is the leader.(Casimir_CIV4LeaderHeadInfos modified for all positive traits attached to the leader no negs)

Populist is a positive trait??

Spoiler :
Code:
		<TraitInfo>
			<Type>TRAIT_POPULIST</Type>
			<Description>TXT_KEY_TRAIT_POPULIST</Description>
			<ShortDescription>TXT_KEY_TRAIT_POPULIST_SHORT</ShortDescription>
			<iHealth>-1</iHealth>
			<iHappiness>0</iHappiness>
			<iMaxAnarchy>-1</iMaxAnarchy>
			<iUpkeepModifier>25</iUpkeepModifier>
			<iLevelExperienceModifier>0</iLevelExperienceModifier>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier>
			<iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier>
			<iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier>
			<!-- Revolution Trait Effects Begin -->
			<iRevIdxLocal>0</iRevIdxLocal>
			<iRevIdxNational>0</iRevIdxNational>
			<iRevIdxHolyCityGood>0</iRevIdxHolyCityGood>
			<iRevIdxHolyCityBad>0</iRevIdxHolyCityBad>
			<fRevIdxNationalityMod>0</fRevIdxNationalityMod>
			<fRevIdxBadReligionMod>0</fRevIdxBadReligionMod>
			<fRevIdxGoodReligionMod>0</fRevIdxGoodReligionMod>
			<iRevIdxDistanceModifier>0</iRevIdxDistanceModifier>
			<bNonStateReligionCommerce>0</bNonStateReligionCommerce>
			<bUpgradeAnywhere>0</bUpgradeAnywhere>
			<!-- Revolution Trait Effects End -->
			<ExtraYieldThresholds>
				<iExtraYieldThreshold>8</iExtraYieldThreshold>
				<iExtraYieldThreshold>0</iExtraYieldThreshold>
				<iExtraYieldThreshold>0</iExtraYieldThreshold>
			</ExtraYieldThresholds>
			<TradeYieldModifiers>
				<iYield>60</iYield>
				<iYield>0</iYield>
				<iYield>-20</iYield>
			</TradeYieldModifiers>
			<CommerceChanges/>
			<CommerceModifiers/>
			<FreePromotions/>
			<FreePromotionUnitCombats/>
		</TraitInfo>
 
Populist is a positive trait??

Spoiler :
Code:
		<TraitInfo>
			<Type>TRAIT_POPULIST</Type>
			<Description>TXT_KEY_TRAIT_POPULIST</Description>
			<ShortDescription>TXT_KEY_TRAIT_POPULIST_SHORT</ShortDescription>
			<iHealth>-1</iHealth>
			<iHappiness>0</iHappiness>
			<iMaxAnarchy>-1</iMaxAnarchy>
			<iUpkeepModifier>25</iUpkeepModifier>
			<iLevelExperienceModifier>0</iLevelExperienceModifier>
			<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
			<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
			<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
			<iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier>
			<iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier>
			<iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier>
			<!-- Revolution Trait Effects Begin -->
			<iRevIdxLocal>0</iRevIdxLocal>
			<iRevIdxNational>0</iRevIdxNational>
			<iRevIdxHolyCityGood>0</iRevIdxHolyCityGood>
			<iRevIdxHolyCityBad>0</iRevIdxHolyCityBad>
			<fRevIdxNationalityMod>0</fRevIdxNationalityMod>
			<fRevIdxBadReligionMod>0</fRevIdxBadReligionMod>
			<fRevIdxGoodReligionMod>0</fRevIdxGoodReligionMod>
			<iRevIdxDistanceModifier>0</iRevIdxDistanceModifier>
			<bNonStateReligionCommerce>0</bNonStateReligionCommerce>
			<bUpgradeAnywhere>0</bUpgradeAnywhere>
			<!-- Revolution Trait Effects End -->
			<ExtraYieldThresholds>
				<iExtraYieldThreshold>8</iExtraYieldThreshold>
				<iExtraYieldThreshold>0</iExtraYieldThreshold>
				<iExtraYieldThreshold>0</iExtraYieldThreshold>
			</ExtraYieldThresholds>
			<TradeYieldModifiers>
				<iYield>60</iYield>
				<iYield>0</iYield>
				<iYield>-20</iYield>
			</TradeYieldModifiers>
			<CommerceChanges/>
			<CommerceModifiers/>
			<FreePromotions/>
			<FreePromotionUnitCombats/>
		</TraitInfo>

As I mentioned I cut out all negative so in my Casimir there is no POPULIST only those 19 traits listed as ""positive" so...... my Casimir is not populist dude at all.... and still gives me negative income..... that is why I play with regular Casimir from now on until traits will be looked at hopefully .....

Spoiler :
Code:
                             <Traits> 
				<Trait>
					<TraitType>TRAIT_ORGANIZED</TraitType>
					<bTrait>1</bTrait>
				</Trait>
                                <Trait>
					<TraitType>TRAIT_AGRICULTURAL</TraitType>
					<bTrait>1</bTrait>
				</Trait>
                                <Trait>
					<TraitType>TRAIT_NOMAD</TraitType>
					<bTrait>1</bTrait>
				</Trait>
                                <Trait>
					<TraitType>TRAIT_PROGRESSIST</TraitType>
					<bTrait>1</bTrait>
				</Trait>
				<Trait>
					<TraitType>TRAIT_SCIENTIFIC</TraitType>
					<bTrait>1</bTrait>
				</Trait>
                                <Trait>
					<TraitType>TRAIT_SEAFARING</TraitType>
					<bTrait>1</bTrait>
				</Trait>
                                <Trait>
					<TraitType>TRAIT_EXPANSIVE</TraitType>
					<bTrait>1</bTrait>
				</Trait>
                                <Trait>
					<TraitType>TRAIT_CREATIVE</TraitType>
					<bTrait>1</bTrait>
				</Trait>
                                <Trait>
					<TraitType>TRAIT_PROTECTIVE</TraitType>
					<bTrait>1</bTrait>
				</Trait>
                                <Trait>
					<TraitType>TRAIT_DECEIVER</TraitType>
					<bTrait>1</bTrait>
				</Trait>
                                <Trait>
					<TraitType>TRAIT_CHARISMATIC</TraitType>
					<bTrait>1</bTrait>
				</Trait>
				<Trait>
					<TraitType>TRAIT_POLITICIAN</TraitType>
					<bTrait>1</bTrait>
				</Trait>
                                <Trait>
					<TraitType>TRAIT_IMPERIALIST</TraitType>
					<bTrait>1</bTrait>
				</Trait>
				<Trait>
					<TraitType>TRAIT_SPIRITUAL</TraitType>
					<bTrait>1</bTrait>
				</Trait>
				<Trait>
					<TraitType>TRAIT_HUMANITARIAN</TraitType>
					<bTrait>1</bTrait>
				</Trait> 
                                <Trait>
					<TraitType>TRAIT_PHILOSOPHICAL</TraitType>
					<bTrait>1</bTrait>
				</Trait>
				<Trait>
					<TraitType>TRAIT_AGGRESSIVE</TraitType>
					<bTrait>1</bTrait>
				</Trait>
				<Trait>
					<TraitType>TRAIT_INDUSTRIOUS</TraitType>
					<bTrait>1</bTrait>
				</Trait>
				<Trait>
					<TraitType>TRAIT_FINANCIAL</TraitType>
					<bTrait>1</bTrait>
				</Trait>
			</Traits>
 
As I mentioned I cut out all negative so in my Casimir there is no POPULIST only those 19 traits listed as ""positive" so...... my Casimir is not populist dude at all.... and still gives me negative income..... that is why I play with regular Casimir from now on until traits will be looked at hopefully .....

Have you even looked at the Traits Thread? Alot of info there.
 
As I mentioned I cut out all negative so in my Casimir there is no POPULIST only those 19 traits listed as ""positive" so...... my Casimir is not populist dude at all.... and still gives me negative income..... that is why I play with regular Casimir from now on until traits will be looked at hopefully .....

@krushyn,

Even if you went in the traitsinfos and removed all the 3rd traits that are listed a Negative the Former 2 traits (positive) have had Civic Manit. Costs added to them. Plus they are not quite the same now as Stock BtS Traits.

You will have sometimes a Negative gold balance till you adjust how you use the research slider. And you will need to play attention to things Like Crime. Even the "Positive" Traits may have a Crime modifier attached.

There is not a "Bug" but a different way to use and be aware of how Traits impact your Empire and it's finances thru it's Leaders.

If you play a slow game speed like Eternity up to Snail you will notice this more. Not as much as if you play Marathon up to Normal.

It's a New Feature, Leaders with 3 Traits. It's a change in how you use Leaders. But even the Positive traits are not necessarily as positive as they used to be. And the Negative are used to tone down the positive even more.

So if you are Modifying the Leader traits you can be introducing self inflicted "bugs", be aware of this too.

JosEPh
 
Did building cost-based maintenance just disappear from the mod in v27?

I've noticed what seems to be an issue in my game, which I just updated from v26 to v27. My gold shot way up in the new version, and on closer inspection a lot of that is from reduced maintenance. I looked at the DLL code vs. the v26 code, and I noticed that in v27 there is a change in the

Code:
CvCity::calculateBaseMaintenanceTimes100()
function. That function just adds up the different types of maintenance. In v26 this was

[PRE]caclculateBuildingMaintenanceTimes100() + calculateDistanceMaintenanceTimes100() + calculateNumCitiesMaintenanceTimes100() + calculateColonyMaintenanceTimes100() + calculateCorporationMaintenanceTimes100()[/PRE]
but in v27 it's

[PRE]calculateDistanceMaintenanceTimes100() + calculateNumCitiesMaintenanceTimes100() + calculateColonyMaintenanceTimes100() + calculateCorporationMaintenanceTimes100()[/PRE]
As far as I can see the building maintenance isn't added in anywhere else, though it is included in help mouseovers some places. Is this intentional? What's up with this change?

---

edit: Verified this in the city screen. The mouse-over tooltip still lists building, distance, # of cities, and colony maintenance amounts. But the total amount of maintenance in the city does not include the building maintenance amount. (!)
 
Did building cost-based maintenance just disappear from the mod in v27?

I've noticed what seems to be an issue in my game, which I just updated from v26 to v27. My gold shot way up in the new version, and on closer inspection a lot of that is from reduced maintenance. I looked at the DLL code vs. the v26 code, and I noticed that in v27 there is a change in the

Code:
CvCity::calculateBaseMaintenanceTimes100()
function. That function just adds up the different types of maintenance. In v26 this was

[PRE]caclculateBuildingMaintenanceTimes100() + calculateDistanceMaintenanceTimes100() + calculateNumCitiesMaintenanceTimes100() + calculateColonyMaintenanceTimes100() + calculateCorporationMaintenanceTimes100()[/PRE]
but in v27 it's

[PRE]calculateDistanceMaintenanceTimes100() + calculateNumCitiesMaintenanceTimes100() + calculateColonyMaintenanceTimes100() + calculateCorporationMaintenanceTimes100()[/PRE]
As far as I can see the building maintenance isn't added in anywhere else, though it is included in help mouseovers some places. Is this intentional? What's up with this change?

---

edit: Verified this in the city screen. The mouse-over tooltip still lists building, distance, # of cities, and colony maintenance amounts. But the total amount of maintenance in the city does not include the building maintenance amount. (!)

Thanks for spotting this.

The building maintenance was removed from the method you highlight in rev 3591, which was Thunderbrd adding the initial cut of the combat mod. I have no idea why this was done.

@Thunderbrd - over to you...
 
Wha? I don't recall ever tampering with anything to do with maintenance... I can fix that, sure, and yeah, good spot. I was waiting for someone to explain why they'd done that and to see if there was a purpose in it. I suppose it could've been some kind of oops in the merge just before that but even that's surprising since I don't think that would be anywhere remotely near anything I was working on. Huh...

Alright, I'll fix that in my code today but it still might be next weekend before I get to update it.
 
@ DH:

Can you make the Fossils alittle bigger, not much, just alittle, thx, and the TXT is missing also . . .

@Hydro:


Can you put something about this in the Ammo TXT also, that way everyone knows that a filling factory is needed for Ammo, thx.
 
Thanks for spotting this.

The building maintenance was removed from the method you highlight in rev 3591, which was Thunderbrd adding the initial cut of the combat mod. I have no idea why this was done.

@Thunderbrd - over to you...

I've just fixed this now on the SVN, so Thunderbrd doesn't need to do it.

Edit: Good thing I did this after the new trait changes, my city maintenance just went up by 1000 :gold:!
 
Thanks for spotting this.

The building maintenance was removed from the method you highlight in rev 3591, which was Thunderbrd adding the initial cut of the combat mod. I have no idea why this was done.

@Thunderbrd - over to you...

Welcome. I had seen a bug report about the Forbidden Palace not working properly (looked like it was actually about modifier recalcs not working properly) which someone, I think you, suggested had to do with how building-based maintenance was being included in base maintenance. I thought it might have been related to that, a change in the maintenance calc that was started but not finished or not completely rolled back.

Anyways, I reverted that change in my copy and everything seems to work fine. Makes rather a big difference. :)
 
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