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

OH, I see why that becomes a problem... for this reason. lol. Except that SHOULD invalidate the CR3 when they then later lose the melee Unitcombat, leading to a retraining of both 4 and 3, though it might hang on to 4 since it would then think, since it's specified incorrectly in the xml directly on the CR 4 promo, that THAT should be valid so keeps it despite CR3 being made invalid. A loop was removed in the invalidation checks that was intended to fix that - the modder who removed it I think just thought it was an unnecessary redundancy.
This is purely theoretical (though a good point of view for Equipment in the future, I guess).
Normally units CAN'T switch between Mounted and Melee through upgrades, or at least I'm unaware of any such cases.
But Chariot Archer abuses this loophole by being both Mounted and Archers, hence why it was able to go all the way up to CR5, despite being Mounted.
It's the normal Chariot that made me aware of this bug, since it's strictly Mounted.
 
Another question.
I don't want to go into specifics, but it's quite confusing about the Siege units as well.
Some of them LOGICALLY should get promotions that increase "reduce defense", yet they don't.
Probably Battering Ram or something, which is clearly a wall-breacher (hence "reduce defense"), not a unit-killer (hence "collateral damage").
Yet I think it can get the LATTER promotion, but not the FORMER.
Somehow.
If yes, it's another bug in LOGIC.
Please, check.
 
DANG!
So how do I make them Multi-Attacking without Noble or Hero?
Cause I want to!!!
LOL!
Combat star promos up to Blitz should be possible unless that's tech unlocked much later. If it's not possible for mounted, maybe we could make a mounted blitz promo off of the max withdrawal promo.

Obviously, there's also the Noble, attached General, or Hero route to getting it done as you also pointed out.
 
Another question.
I don't want to go into specifics, but it's quite confusing about the Siege units as well.
Some of them LOGICALLY should get promotions that increase "reduce defense", yet they don't.
Probably Battering Ram or something, which is clearly a wall-breacher (hence "reduce defense"), not a unit-killer (hence "collateral damage").
Yet I think it can get the LATTER promotion, but not the FORMER.
Somehow.
If yes, it's another bug in LOGIC.
Please, check.
Rams attack to reduce defenses and use the Breakdown system and have promotions to improve that. They don't bombard city defenses from a distance - they must attack to have a chance every round of combat to reduce defenses and they CAN take down quite a bit before they die or withdraw.

Some few units can bombard city defenses themselves to a small degree during that time. It's not until catapult technologies open up that it becomes easier to sit back and blast the walls usually.
 
Rams attack to reduce defenses and use the Breakdown system and have promotions to improve that. They don't bombard city defenses from a distance - they must attack to have a chance every round of combat to reduce defenses and they CAN take down quite a bit before they die or withdraw.

Some few units can bombard city defenses themselves to a small degree during that time. It's not until catapult technologies open up that it becomes easier to sit back and blast the walls usually.
"Breakdown" confused me a lot - as in, what the heck does it do?
So it's basically the same "reduce defense", but also "at the risk of damage to the unit".
Right, damn.
Lol!

As of Blitz, it's rather high in the tech tree (Military Science, ugh), whereas Mounted units having so many move points looks like a waste, if they can't Multi-Attack.
Sure, that's just me liking Superman Units, lol, but...

Also, there's Attrition (in XML) that is called Raider (in Pedia), which requires Dummy_Tech and is probably unavailable in a normal way.
Raider 3 gives Blitz, too - and specifically to Mounted (and Melee).
But, lol, it's unattainable, or so it seems.
Especially with having different names between XML and Pedia in the first place.

I *really* would advice the team to look through ALL promotions and organize them in a better way.
I'm pretty sure there are more errors there that get overlooked.
Yeah...
 
As of Blitz, it's rather high in the tech tree (Military Science, ugh), whereas Mounted units having so many move points looks like a waste, if they can't Multi-Attack.
Sure, that's just me liking Superman Units, lol, but...
I'll consider finding a way to make a promo that gives them that capacity at some point, though I have also heard of the giving them leadership route... and have also heard it's very ... erm... OP.

which requires Dummy_Tech and is probably unavailable in a normal way.
Special promotions given by events, buildings, to special units etc - not normally available as a skill promo.

I *really* would advice the team to look through ALL promotions and organize them in a better way.
I'm pretty sure there are more errors there that get overlooked.
Yeah...
Raxo was doing some work to clean up some things today and is impressively understanding the promotionline feature in C2C that few before him have taken the time to understand properly.
 
Raxo was doing some work to clean up some things today and is impressively understanding the promotionline feature in C2C that few before him have taken the time to understand properly.
@Toffer90 also understood this - he completely revamped this for his modmod.
 
Hate to beat the same nail again but after updating to latest SVN something changed and I can now build all naval buildings on lake cities, before updating it was limited to very early ones, like fish traps. At first glance it seems like freshwater coast behaves exactly like polar/tropical/normal coast, and as little as one tile of freshwater coast is enough to build a harbor, lighthouse etc. with all that comes after that. If it's intended seems fine to me except maybe for the harbor building line potentially being OP in inland lake cities, but I didn't see anything about it in the SVN changelog so I posted it here.
Img 105241.jpg
 
Hate to beat the same nail again but after updating to latest SVN something changed and I can now build all naval buildings on lake cities, before updating it was limited to very early ones, like fish traps. At first glance it seems like freshwater coast behaves exactly like polar/tropical/normal coast, and as little as one tile of freshwater coast is enough to build a harbor, lighthouse etc. with all that comes after that. If it's intended seems fine to me except maybe for the harbor building line potentially being OP in inland lake cities, but I didn't see anything about it in the SVN changelog so I posted it here.
View attachment 594221
Yes, a lot of buildings can be built at small lakes to make them more valuable.
 
@Toffer90 also understood this - he completely revamped this for his modmod.
Toffer is the guy on the team that understands EVERYTHING! He's awesome! I wish I had more time to review some of his concepts and see if we should be blending them in or not tbh.
 
I don't always understand some of the technical c++ changes that MattCA, AIAndy, alberts, and bill made/makes.
So not everything is within my realm of understanding. lol

Thanks for the praise though.
 
I don't always understand some of the technical c++ changes that MattCA, AIAndy, alberts, and bill made/makes.
So not everything is within my realm of understanding. lol

Thanks for the praise though.
You're probably closer than I am with some of them though.
 
Ehem, the Promotions Pedia is broken (and I guess the reason is the removal of Modules/Promotions)...
 
How its broken? It was working correctly
Well, I updated SVN, which included 1 "deleted" file.
Then I updated my mod folder by overwriting it with ("updated") Assets from SVN, and manually deleted the (anyways empty) Modules/Promotions.
Now I get a bunch of errors in-game when I right-click on a promotion, which makes no sense, if you say that SVN is working fine.

Additionally, I wanted to ask this a long time ago:
Why some (random) times when I load the game, the "Init XML [Uncached]" portion literally stops for nearly a minute?
And then other times it doesn't, even though there's no difference in files between the two (same SVN version).
Does it mean that I should "clean up the cache" (and how)?
And can that be related to the current problem?

P.S. I might go for a clean Export for SVN just in case, but logically thinking this should be irrelevant.
 
Well, I updated SVN, which included 1 "deleted" file.
Then I updated my mod folder by overwriting it with ("updated") Assets from SVN, and manually deleted the (anyways empty) Modules/Promotions.
Now I get a bunch of errors in-game when I right-click on a promotion, which makes no sense, if you say that SVN is working fine.

Additionally, I wanted to ask this a long time ago:
Why some (random) times when I load the game, the "Init XML [Uncached]" portion literally stops for nearly a minute?
And then other times it doesn't, even though there's no difference in files between the two (same SVN version).
Does it mean that I should "clean up the cache" (and how)?
And can that be related to the current problem?

P.S. I might go for a clean Export for SVN just in case, but logically thinking this should be irrelevant.
These deleted promotions were moved to core - no idea why it gave errors, as if you messed up SVN.

Also it never stopped for minute - always loads very quickly.
 
These deleted promotions were moved to core - no idea why it gave errors, as if you messed up SVN.

Also it never stopped for minute - always loads very quickly.
I literally deleted and copied the entire Assets from SVN.
Still getting THIS:
 

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