[MOD] v41 SVN and GithubDesktop Bugs and Crashes Single player

What's a colony?
I'm yet to found a city on another continent in like forever (such an event is quite outside of my normal strategy planning).
So, is this some actual specialized event you can choose or whatever?
Or is it literally founding a city overseas?
Or something in-between and inter-related, lol?

When you have founded cities on a separate landmass you can choose to form ALL those overseas cities into a colony, creating a new civ that is a vassal to you. Reason for that could be money as overseas cities can become quite expensive.
What happened in my game was: A minor civ spawned on an island with only its capitol having space there but they had a larger island nearby to sail to and found like 10 or so more cities. The Ai decided to form a colony, giving all cities away to form a vassal civ, leaving them only their capitol.
 
What happened in my game was: A minor civ spawned on an island with only its capitol having space there but they had a larger island nearby to sail to and found like 10 or so more cities. The Ai decided to form a colony, giving all cities away to form a vassal civ, leaving them only their capitol.
Interesting, they should have built palace on the bigger landmass (relocated it) rather than considering creating a colony.
Two things to fix, improve AI's evaluation of when to build palace where, and exclude minor nations from considering the creation of colonies.
When you have founded cities on a separate landmass you can choose to form ALL those overseas cities into a colony, creating a new civ that is a vassal to you. Reason for that could be money as overseas cities can become quite expensive.
What happened in my game was: A minor civ spawned on an island with only its capitol having space there but they had a larger island nearby to sail to and found like 10 or so more cities. The Ai decided to form a colony, giving all cities away to form a vassal civ, leaving them only their capitol.
Ok, I've fixed the root problem on my end, I haven't thought the AI to relocate capital as would be prudent to do for the Siam civ (in your save) rather than trying to create a colonial vassal out of 90% of its owned cities.
Minor civs can no longer create colonial vassals out of overseas cities as minor civs are not supposed to have vassals.
 

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v41 (not SVN): Barbarian units are using my civ's flag for some reason, but I'm not getting any other problems

Spoiler :
TdxDbnX.png
Make sure you have Medium render quality, and UNSELECTED "Low Resolution Textures" and "Frozen Animations"
 
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This is caused by having one of the low quality checkboxes on in vanilla graphic options.
"Use low resolution textures" or "frozen animations" or something along that line.

Edit: Ninja'ed by Raxo ^^
Though I think low render quality is ok, that only some of the checkboxes on the right side cause oddities if on/off.
 
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Right so its a leftover display text issue. Got it. Thanks for pointing that out.
Another one:
Construction Tech, says it's a requisite for Great Wall wonder and Colloseum building, however, that's Mathematics and Combat Sports respectively.
 
Another one:
Construction Tech, says it's a requisite for Great Wall wonder and Colloseum building, however, that's Mathematics and Combat Sports respectively.
Says BS because its linking to vanilla text most likely.

Some sort of script is needed to see what links to vanilla, and then copy and update those texts.
 
k, u answered just before i was going to, lol
Port - replacement of Harbor needs: Prime Timber OR Stone OR Cement. You don't have any resources.
So most likely you built Port, when you had one of those resources.

Commercial Port requires Stone OR Cement, it replaces Port and Harbor.

So its bug with replacement losing requirements then.
They all obsolete at Weightless Flight, so far into future.

You have stone within borders but its unconnected and unimproved.
Spoiler :

Civ4BeyondSword 2021-01-23 13-02-51-71.png



Stone should MUCH MUCH more common on C2C_World....

Also you failed to improve and connect one of Stone resources, that was close to your cities....
Spoiler :

Civ4BeyondSword 2021-01-23 13-08-25-51.png


So build road and improvement on that stone resource, and bug with Harbor will disappear.
 
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Was playing SVN 11248 - also the same on 11287.

May be a bug or a design choice!.

The 'Academy' is built by a Great Scientist in a city with 13 population or more.

You used to be able to build it in any city that met the above conditions. Now you can only build it once (National Wonder).

It only adds a benefit to the city it is built in - not nationally. But, if a design choice - no problem will edit the XML myself.
 
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Was playing SVN 11248 - also the same on 11287.

May be a bug or a design choice!.

The 'Academy' is built by a Great Scientist in a city with 13 population or more.

You used to be able to build it in any city that met the above conditions. Now you can only build it once (National Wonder).

It only adds a benefit to the city it is built in - not nationally. But, if a design choice - no problem will edit the XML myself.
Might be a result of some refactoring on that tag where the person doing it didn't realize the tag used was meant to ignore tech prereqs...
 
Might be a result of some refactoring on that tag where the person doing it didn't realize the tag used was meant to ignore tech prereqs...
Didn't this tag simply remove all requirements before?
 
Didn't this tag simply remove all requirements before?
It was something about if it was in use by a great person it ignored requirements I think
 
It was something about if it was in use by a great person it ignored requirements I think
It was -1 cost building, so can't be obtained by building normally.
Only units, properties and free building tag can spawn those.
Technically events trough python could do that too.
 
It was -1 cost building, so can't be obtained by building normally.
Only units, properties and free building tag can spawn those.
Technically events trough python could do that too.
You actually don't need to make the building -1 cost. You can still establish the <Building> tag on the unit for the unit to also be able to place it for free. If it has a cost, it ALSO means you COULD, if you had prereqs established, choose to construct it if you met those prereqs. And originally, if you were doing it with a GP, specifically, it would ignore any other prereqs whereas on other units it would NOT ignore prereqs. This was a little problematic at times when DH wanted to make a spy academy building that was better later than the earliest versions so the whole thing might've been changed to check prereqs on GPs as well now OR it might've been a mistake.
 
You actually don't need to make the building -1 cost. You can still establish the <Building> tag on the unit for the unit to also be able to place it for free. If it has a cost, it ALSO means you COULD, if you had prereqs established, choose to construct it if you met those prereqs.
I know that.
 
To get it to work as before, what I did was this:

In SpecialBuildingsCIV4......

I changed imaxplayerinstances from 1 to -1.
 
after that last SVN the black fog of war is back // , don't know for sire if this is that thing that civs build or not, its just annoying after one explores the map
Don't see that any of the changes, between the latest SVN versions, could have caused change in this behaviour.
Do you have a before/after save(s) to upload?
 
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