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

from latest SVN list:

This restriction of minimum of 10 tiles of water is troublesome. Rather large restriction. Gives me the Lost in Space "Warning Will Rogers Warning" feeling. I see danger ahead.
Someone was complaining, that some water buildings suddenly could be built at 3 tile size lakes.
I loosened restriction in subsequent commits - myth, special, animalistic, and some resource producers buildings now aren't restricted by this.
 
I'll second this notion - I'm not saying I'm SURE it's a problem but it made me feel a little uncomfortable with it for sure. I'm thinking of places like the Black Sea here and wondering if this was really necessary...
So should I remove it from everything, that isn't a wonder?
Wonders definitely need that - you don't build amazing water related thing at tiny lake.

You could get nuclear supercarrier in 1 tile sized water body, but oh well ;)
 
You could get nuclear supercarrier in 1 tile sized water body, but oh well
We don't want that no... We do need to think out what does and doesn't make cause for restriction. And is it the buildings or the units we want to restrict exactly? Should we be striving to make it a more direct unit restriction rather than building one?

We do have a lake in Idaho here where they have a naval submarine research facility...
 
Someone was complaining, that some water buildings suddenly could be built at 3 tile size lakes.
What happened to DH's limit to 5 tile or larger sized lakes? I'm referencing more your overall statement of "10 tiles of water" as this could and would impact some sea and ocean tile limits to jagged coastal areas.
 
We don't want that no... We do need to think out what does and doesn't make cause for restriction. And is it the buildings or the units we want to restrict exactly? Should we be striving to make it a more direct unit restriction rather than building one?

We do have a lake in Idaho here where they have a naval submarine research facility...
Buildings - I think at least some regular ones, that deserve it.
Some of those was merely refactoring - put that tag at bwater tag.

Modular
BUILDING_NEMO_ACADEMY - world wonder

Religious modular
BUILDING_ENKI
BUILDING_ITSUKUSHIMA_SHRINE - world wonder
BUILDING_ERECTION - world wonder

World Wonders
BUILDING_BAY_GARDENS
BUILDING_KILGII_GWAAY
BUILDING_MCCALLUM
BUILDING_DEEPSEA_MISSION
BUILDING_RICHARDSON
BUILDING_SYDNEY_OPERA_HOUSE
BUILDING_STATUE_OF_LIBERTY
BUILDING_ZHENG_HE
BUILDING_ANCIENT_WAY_OF_THE_WAVES
BUILDING_ALCATRAZ
BUILDING_ELLIS_ISLAND
BUILDING_PEARL_HARBOR
BUILDING_SCAPA_FLOW

National Wonders
BUILDING_DUTCH_DIKE
BUILDING_BIODOME

Special buildings
BUILDING_SEAFARING_ACHIEVEMENT - national wonder
BUILDING_STILT_HUT - house

Regular buildings
BUILDING_ALGAE_FARM
BUILDING_AQUAFARM
BUILDING_CANOEBUILDERS_HUT
BUILDING_COAST_GUARD_STATION
BUILDING_COASTAL_PRESERVE
BUILDING_CORMORANT_TRAINER
BUILDING_CRUISE_PORT
BUILDING_DEEPSEA_LAB
BUILDING_DESALINATION_PLANT
BUILDING_GATHERER_DRIFTWOOD
BUILDING_FIRE_DOCK
BUILDING_FISHTRAPS
BUILDING_FISHMONGER
BUILDING_FREE_PORT
BUILDING_GARBAGE_DOCK
BUILDING_HARBORMASTER_OFFICE
BUILDING_MARINEBIOLOGY_LAB
BUILDING_NAVAL_ACADEMY
BUILDING_NAVAL_WAREHOUSE
BUILDING_OCEAN_THERMAL_POWER_PLANT
BUILDING_OSMOTIC_POWER_PLANT
BUILDING_PEIR
BUILDING_PIRATES_COVE
BUILDING_PUBLIC_BEACH
BUILDING_REMOTE_NAVAL
BUILDING_REPAIR_DOCK
BUILDING_SCUBA_DIVING
BUILDING_SEAWALL
BUILDING_SHIPWRIGHT
BUILDING_SPONGE_FARM
BUILDING_SPONGE_GATHERER
BUILDING_SURF_SHOP
BUILDING_TIDAL_FARM
BUILDING_TIDEPOOLS
BUILDING_UNDERWATER_HOTEL
BUILDING_VACATION_RESORT
BUILDING_WAVE_RACING
BUILDING_WAVE_FARM
BUILDING_YACHT_CLUB

What happened to DH's limit to 5 tile or larger sized lakes? I'm referencing more your overall statement of "10 tiles of water" as this could and would impact some sea and ocean tile limits to jagged coastal areas.
Lost after refactoring done by @MattCA

Or it was even earlier - this tag was set to 10 in all cases.

I'll remove it from buildings, that are resource producers, or are requirement for other stuff.
 
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Just off the top it seems these would be valid on lakes...
Now those are valid on lakes too.
Now only 56 buildings require water body of 10 tiles.
Listing all those.

Modular
BUILDING_NEMO_ACADEMY - world wonder

Religious modular
BUILDING_ENKI
BUILDING_ITSUKUSHIMA_SHRINE - world wonder
BUILDING_SAN_MARCOS_CATHEDRAL - world wonder
BUILDING_ERECTION - world wonder

Pepper module:
BUILDING_UNDERWATER_DATA_CENTER
BUILDING_TRANSATLANTIC_TUNNEL - World Wonder
BUILDING_FUTURE_VENICE - WW
BUILDING_ADVANCED_FLOODWALL
BUILDING_GREEN_FLOAT
BUILDING_DEEP_SEA_MINE
BUILDING_PALM_ISLANDS - WW
BUILDING_KHAZAR_ISLANDS - WW
BUILDING_SEASTEAD
BUILDING_OCEAN_SPIRAL - WW
BUILDING_ENERGY_ISLAND
BUILDING_BLITZBALL_ARENA
BUILDING_BIONIC_TOWER - WW
BUILDING_AEROPOLIS_2001 - WW

Great Wonders:
BUILDING_PORTUGAL_FEITORIA
BUILDING_BAY_GARDENS
BUILDING_MAGELLAN
BUILDING_DEEPSEA_MISSION
BUILDING_MOAI_STATUES
BUILDING_RICHARDSON
BUILDING_SYDNEY_OPERA_HOUSE
BUILDING_COLOSSUS
BUILDING_GREAT_LIGHTHOUSE
BUILDING_STATUE_OF_LIBERTY
BUILDING_VENETIAN_ARSENAL
BUILDING_ZHENG_HE
BUILDING_ANCIENT_WAY_OF_THE_WAVES
BUILDING_TSUKIJI
BUILDING_ALCATRAZ
BUILDING_ELLIS_ISLAND
BUILDING_PEARL_HARBOR
BUILDING_SCAPA_FLOW

National Wonders:
BUILDING_DUTCH_DIKE
BUILDING_BIODOME
BUILDING_SEAFARING_ACHIEVEMENT - Special (no cost NW)

Regular buildings:
BUILDING_BOATYARD
BUILDING_COAST_GUARD_STATION
BUILDING_CRUISE_PORT
BUILDING_FREE_PORT
BUILDING_GARBAGE_DOCK
BUILDING_OSMOTIC_POWER_PLANT
BUILDING_PIRATES_COVE
BUILDING_REMOTE_NAVAL
BUILDING_REPAIR_DOCK
BUILDING_SEAWALL
BUILDING_SURF_SHOP
BUILDING_TIDAL_FARM
BUILDING_TIDEPOOLS
BUILDING_TOLL_HOUSE
BUILDING_UNDERWATER_HOTEL
BUILDING_WAVE_RACING

I think those requiring river could have this minimum water body removed - is it River OR Coast; or River AND Coast?
 
I think those requiring river could have this minimum water body removed - is it River OR Coast; or River AND Coast?
Not 100% sure but I suspect AND.

A second glance through and it looks right BUT now... is it actually 10 whole tiles of water to go from a lake to a sea/ocean? And does that scale by mapsize at all? Curious...
 
A second glance through and it looks right BUT now... is it actually 10 whole tiles of water to go from a lake to a sea/ocean? And does that scale by mapsize at all? Curious...
I think it depends on size now.
<iOceanMinAreaSize> is new tag there
Duel - 6
Tiny - 8 (This map is 2x bigger than Duel)
Small - 10 (This map is 3x bigger than Duel)
Standard - 14 (This map is 4x bigger than Duel)
Large - 18 (This map is 5x bigger than Duel)
Huge - 22 (This map is 6x bigger than Duel)
Giant - 26 (This map is 7x bigger than Duel)
Gigantic - 30 (This map is 8x bigger than Duel)

So what would count as Lake on Standard it would be Ocean on Small for example.
 
Would it be possible to say "This water body must contain a tile of sea / ocean" for this or that building to be possible?
 
I think it depends on size now.
<iOceanMinAreaSize> is new tag there
Duel - 6
Tiny - 8 (This map is 2x bigger than Duel)
Small - 10 (This map is 3x bigger than Duel)
Standard - 14 (This map is 4x bigger than Duel)
Large - 18 (This map is 5x bigger than Duel)
Huge - 22 (This map is 6x bigger than Duel)
Giant - 26 (This map is 7x bigger than Duel)
Gigantic - 30 (This map is 8x bigger than Duel)

So what would count as Lake on Standard it would be Ocean on Small for example.
Cool that it scales but wow... I'd think it would be more like:
Duel - 2
Tiny - 4 (This map is 2x bigger than Duel)
Small - 6 (This map is 3x bigger than Duel)
Standard - 8 (This map is 4x bigger than Duel)
etc...

Would it be possible to say "This water body must contain a tile of sea / ocean" for this or that building to be possible?
It's the same rules that MAKE the connected tiles sea/ocean vs lake that it's referring to so no need really to create another.
 
This restriction of minimum of 10 tiles of water is troublesome. Rather large restriction. Gives me the Lost in Space "Warning Will Rogers Warning" feeling. I see danger ahead.
Similar worry from me, I suggested that we could setup the iMinAreaSize so that 0 means all sizes for both lakes and oceans, and that -1 means all sizes but no lakes whatsoever their size.
Lake max size differ by map size, I think we should setup a similar scaling for the iMinAreaSize tag too.

May be best to make a new building tag called bLake in addition to the bWater tag?

I dunno, just floating some thoughts about it.
 
May be best to make a new building tag called bLake in addition to the bWater tag?
Well... how would that differ from the rules that differentiate a lake from ocean to begin with? Since min area size sets what is and what isn't a lake...
 
Well... how would that differ from the rules that differentiate a lake from ocean to begin with? Since min area size sets what is and what isn't a lake...
What do you mean, the building iMinAreaSize tag doesn't differentiate lakes and ocean at all as it currently is...
There is no building tag that differentiate if bWater means lakes or ocean or both...
If bWater=false, the iMinAreaSize is then used for land size requirement instead.

The max size for a lake, or the min size for ocean, is defined by a tag in WorldInfos.xml (map size option). Since it now can vary from game to game, there's no good way to use the building iMinAreaSize tag to say what building requires access to lake, ocean or either to be built.
 
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What do you mean, the building iMinAreaSize tag doesn't differentiate lakes and ocean at all as it currently is...
There is no building tag that differentiate if bWater means lakes or ocean or both...
If bWater=false, the iMinAreaSize is then used for land size requirement instead.

The max size for a lake, or the min size for ocean, is defined by a tag in WorldInfos.xml (map size option). Since it now can vary from game to game, there's no good way to use the building iMinAreaSize tag to say what building requires access to lake, ocean or either to be built.
No I wasn't saying the building tag was the same but last I knew the size of the body of water in terms of overall tile size determined if the body of water is considered a lake or not.

However, even if they are now less related as you explained and there is a greater range of variation in how lakes are defined, whether something is a lake or not seems less important to me than the size of the body of water for a lot of effects and usually the buildings go along with that. There were major naval wars with absolutely the most advanced ship types they had available on the Great Lakes during the revolution and wars around that era. The ironclad was almost more used on lakes and rivers than it was on the coast. Major harbors exist on larger freshwater lakes so to me it seems like for most of these buildings, whether it's freshwater or lake is less important than the size of the overall body of water.

And no I didn't assume anything was snappy... not until you mentioned it lol.
 
PINK btn , something to do with fossils????
 

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After researching Vertical Flight, my Police APC can promote to Policing VII, my Police Car can not.
 
PINK btn , something to do with fossils????

Do you have a save for that? Seems like it could be a fossil dig site that gets destroyed is trying to downgrade into a non-existent improvement or something, from the image- I'm not quite sure what's going on.
 
Do you have a save for that? Seems like it could be a fossil dig site that gets destroyed is trying to downgrade into a non-existent improvement or something, from the image- I'm not quite sure what's going on.
For some reason it has <iUpgradeTime> tag despite not upgrading to anything. Also it can't be downgraded.

If he uses custom civ, then there may be corrupt custom artstyle definition.
 
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