v27 and above - Single Player Bug/Crashes report thread

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@ Koshling:

Is there something in the AI defense that you have inplace, that the stack remain by the city, for defensive purposes? and not wondering around attacking stray units???


Also in 2nd pic, the workers are not going out of the city radius, again, seen here to leave the GOOD resources UNtouched??

EDIT: Infact there are NO workers doing anything????(3)


SVN: 4645 , NO viewports. Sorry forgot i have the lotr civ inplace as the civ incharge.
 
I thought it was a feature of Windows 7:crazyeye:

:lol: It happens on win8 too. It is seriously though most likely a bug in the EXE somewhere, that is what the CivilizationIV.ini.bak is for. Just delete the .bak part of the name and delete your broken INI and things will be back to normal.
 
The no non-state :religion: spread function is broken. I can spread non-state religions even when a civic like divine cult is active.
 
It breaks my .bak file as well. I have to keep my own backup.
 
The no non-state :religion: spread function is broken. I can spread non-state religions even when a civic like divine cult is active.

I think that means passive spread of your non-state religion, not active spread by missionaries, which is still allowed AFAIK.
 
The no non-state :religion: spread function is broken. I can spread non-state religions even when a civic like divine cult is active.
I think that means passive spread of your non-state religion, not active spread by missionaries, which is still allowed AFAIK.
You should not be able to spread it by missionaries either. That is the standard BtS behaviour. I have tried to spread a religion to another civ which had such a civic and it wont allow it, the button shows up "greyed out".
 
The no non-state :religion: spread function is broken. I can spread non-state religions even when a civic like divine cult is active.

Divine Cult Allows State Religions and religious spread, it's not broken. DC and Prophets are the 1st 2 that allow spread and a state religion.

AFAIK, CivPLayer8 has not changed that yet. Unless DH changed it in a recent version.

JosEPh
 
Divine Cult has "<bNoNonStateReligionSpread>1</bNoNonStateReligionSpread>", and yet I can spread non-state religion to one of my cities using a missionary . I have a state religion. Does it matter that the missionary is my own?

I checked, and it has nothing to do with DH's recent religion ModMod. It's something else.
 
Divine Cult has "<bNoNonStateReligionSpread>1</bNoNonStateReligionSpread>", and yet I can spread non-state religion to one of my cities using a missionary . Does it matter that the missionary is my own?

I am sure that the AI can't with its own missionaries because have given them missionaries for that purpose.

Do you have a state religion?

I have to agree that I can spread any religion with my missionaries when in Divine Cult. Yes, I have a state religion, that is the only reason I change to this civic. This does not seem right.
 
It has always been possible to spread any realigion to any of your cities even when running a civic that says "no non-state religion spread". This is not a C2C thing, you can do it in BtS when running Theocracy.

Its effects (in BtS anyway, I havn't checked for changes in C2C) are to prevent the natural spread of any other religion to a city of yours and to prevent foreign owned missionaries from spreading other religions to your cities. But it does nothing to stop you from spreading religions to your own cities via missionaries. This is why it is common practive to give an AI a missionary for your religion when they are using such a civic - you can't use it to spread your religion to them, but they can (and usually will) if they own it.
 
@ Koshling:

Is there something in the AI defense that you have inplace, that the stack remain by the city, for defensive purposes? and not wondering around attacking stray units???


Also in 2nd pic, the workers are not going out of the city radius, again, seen here to leave the GOOD resources UNtouched??

EDIT: Infact there are NO workers doing anything????(3)


SVN: 4645 , NO viewports. Sorry forgot i have the lotr civ inplace as the civ incharge.

Barbarians seem to exhibit that issue, and it may be because the defensive code looks at the civilization as a whole when determining the local garrison it needs to keep close, which is not really a valid concept for barbs, so perhaps it is implicated - I'll take a look and se if I can figure out what is happening in your save

Worker logic hasn't really changed for a number of releases, so no sure what's happening there - again I'll look at your save

Is there anything I need to enable in the assets for that save to work (in regard to the lotr civ etc.)?

Edit - nvm - the save game attached to the post I replied to does not correspond to the images in that post, so no example to look at. If anyone has a game where the barbs are amassing very large stacks and just keeping them at home please post the example, and next time I have some time I'll look at it...
 
Something minor, but it's been bugging me the whole time and is still not fixed in the most recent SVN (and I'm not allowed to commit):
Code:
File
\Caveman2Cosmos\Assets\XML\Text\RoM_GameText_Civics.xml

Line 11443 and following
<English>%D1_AttitudeChange: "Your polluting the ocean!"</English>

Should of course read "You're polluting the ocean!".
That's just terrible for your eyes, and I'm not even a native speaker! :p
 
It has always been possible to spread any realigion to any of your cities even when running a civic that says "no non-state religion spread". This is not a C2C thing, you can do it in BtS when running Theocracy.

Its effects (in BtS anyway, I havn't checked for changes in C2C) are to prevent the natural spread of any other religion to a city of yours and to prevent foreign owned missionaries from spreading other religions to your cities. But it does nothing to stop you from spreading religions to your own cities via missionaries. This is why it is common practive to give an AI a missionary for your religion when they are using such a civic - you can't use it to spread your religion to them, but they can (and usually will) if they own it.

Oh, duh! I remember this being a strategy in RFC. Thanks for the reminder :blush:
 
Barbarians seem to exhibit that issue, and it may be because the defensive code looks at the civilization as a whole when determining the local garrison it needs to keep close, which is not really a valid concept for barbs, so perhaps it is implicated - I'll take a look and se if I can figure out what is happening in your save

Worker logic hasn't really changed for a number of releases, so no sure what's happening there - again I'll look at your save

Is there anything I need to enable in the assets for that save to work (in regard to the lotr civ etc.)?

Not that i can see, i believe with YOUR non-fatal option, you dont really need the lotr civ, it should just place a different civ there, so it should be ok, (I hope). (Right now NO lotr units are in game anyways, except the LeaderHead.) ANd yes i know about hte workers, but this has happened alot before also, even just before you went on Vacation/RL stuff., so THX for looking in to this, i really appreciate it.
 
Another thing I wanted to ask, the Animal Hunter and Barbarian Hunter promotions allow the affected unit to generate great general points from barbarians, even if the "Barbarian Generals" option is disabled. As a result, I have on average 4-5 settled GG's in my capital by ancient era. Was this intentional?
 
Something minor, but it's been bugging me the whole time and is still not fixed in the most recent SVN (and I'm not allowed to commit):
Code:
File
\Caveman2Cosmos\Assets\XML\Text\RoM_GameText_Civics.xml

Line 11443 and following
<English>%D1_AttitudeChange: "Your polluting the ocean!"</English>

Should of course read "You're polluting the ocean!".
That's just terrible for your eyes, and I'm not even a native speaker! :p

I should have a fix on the SVN soon.

Another thing I wanted to ask, the Animal Hunter and Barbarian Hunter promotions allow the affected unit to generate great general points from barbarians, even if the "Barbarian Generals" option is disabled. As a result, I have on average 4-5 settled GG's in my capital by ancient era. Was this intentional?

The code should only allow the unit to generate xp for the unit above the normal limit 17 or 19. I will recheck the python code but someone else will need to check the the dll code (Tbrd LS?)

With "Barbarian Generals" on I am getting 5-6 GGs in my capital by Tribalism. I have suggested elsewhere a solution to this, it requires dll work so I need to enthuse one of those modders on it also.
 
We're not talking about any kind of 'Great Commander' issue in that right? I have it in mind to reduce the xp they can receive - making sure they always get the ability to decimalize their xp awards and totals so that they can be given less than 1 per battle would help a lot...

So if we're talking more about simply how many xp are being earned by hunters and such since we have so many animals spawning out there, the only real way we should address that would be to adjust the global threshold values for GG emergence. Not sure where those are but any XML modder could find it in the globals and adjust it I think. If its not there then its in the dll and needs to be adjusted there but most modders leading up to where we are have been clever enough to work in some kind of global value that can be tweaked on things like that. I'm not entirely sure what the actual calculation is but it does exponentially require more and more with each GG earned so it could probably help C2C overall to adjust the base value on that... even in the later game they come pretty quickly.
 
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