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

From Github log:
All starter civics now have strong repulsive flavor to force off AI ASAP other civic is available in category. -- raxo2222

Want to explain this better?

Care to explain Why you thought this was necessary?

And why you did not discuss this with me?

Edit: Tamed animals now have unit AI of subdued animals only -- raxo2222
What the heck are you doing! Tamed Animals Are Not the same as Subdued.

Stop the overreach @raxo2222
We have new dev, he wants to fix AI - apparently AI never was programmed for C2C content actively!
Flavor is used to make AI leaders more personalized, I used it so AI switches from base civics faster.

Also we do not have Tamed unit AI, so it was decided that Subdued unit AI is best one.
He noticed, that AI generally has problem with National units.
Also AI was performing worse with tamed animals having other unit AIs.

Also you should start new game, as AI will expand much more aggressively in early game.
 
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missing BUG options
 

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We have new dev, he wants to fix AI - apparently AI never was programmed for C2C content actively!
Flavor is used to make AI leaders more personalized, I used it so AI switches from base civics faster.

Also we do not have Tamed unit AI, so it was decided that Subdued unit AI is best one.
He noticed, that AI generally has problem with National units.
Also AI was performing worse with tamed animals having other unit AIs.

Also you should start new game, as AI will expand much more aggressively in early game.

You nor this new Dev have No idea what you have done. That is plain to see.

1. The AI has not had any problem expanding in early game.
2 Causing the AI to switch Civics faster was not a problem either. And In fact, according to Koshling, taking the Flavor tag and changing it's value in great leaps is totally unpredictable and usually has a Negative effect on AI performance. There has Never Ever been any Flavor ever used in vanilla BtS and Any Mod for BtS with a -10 value. You never tested this before you did it did you! Of course you did not.
3. the AI was programmed for early C2C content while koshling was the head man for coding. After that it was ThunderBrd's Domain until Toffer90 became more involved.
4. Many tags have been removed from the Civics of the course of the past 4 years. Toffer90 had removed tons of them that had the <xxxxx/> form. Or the <xxxx>0<xxxx> form because it was set to 0. Theses tags were there to be expounded upon when needed! But he chose to remove even that in many instances. This makes it harder for other Modder to work on xml. And all for the purpose of reducing xml file sizes.

I think you have opened a New Can of Worms that you will eventually have to fix. And all at the expense of The Players.

I have Civic Test games now into the Ren Era and I will not be abandoning them unless you have broken them.
 
You nor this new Dev have No idea what you have done. That is plain to see.

1. The AI has not had any problem expanding in early game.
2 Causing the AI to switch Civics faster was not a problem either. And In fact, according to Koshling, taking the Flavor tag and changing it's value in great leaps is totally unpredictable and usually has a Negative effect on AI performance. There has Never Ever been any Flavor ever used in vanilla BtS and Any Mod for BtS with a -10 value. You never tested this before you did it did you! Of course you did not.
3. the AI was programmed for early C2C content while koshling was the head man for coding. After that it was ThunderBrd's Domain until Toffer90 became more involved.
4. Many tags have been removed from the Civics of the course of the past 4 years. Toffer90 had removed tons of them that had the <xxxxx/> form. Or the <xxxx>0<xxxx> form because it was set to 0. Theses tags were there to be expounded upon when needed! But he chose to remove even that in many instances. This makes it harder for other Modder to work on xml. And all for the purpose of reducing xml file sizes.

I think you have opened a New Can of Worms that you will eventually have to fix. And all at the expense of The Players.

I have Civic Test games now into the Ren Era and I will not be abandoning them unless you have broken them.
1. Did exact same test before and after changes to improvement valuation and other stuff. AI built 4 - 9 cities on Noble within 200 turns on Blitz. It had positive income.
Before that it rarely built more than 5 cities on Noble handicap within same conditions.

2. This would make initial civics less valuable, bad consequences would be depending on how many times anarchy is triggered.

3. Some of stuff wasn't apparently.

4. Then we need archetype info files with all default tags for modders.
 
Keep forgetting to tell this:
The "Master Sea Hunter 1/2/3" promotion for Hunters is empty - does absolutely nothing, and is available on land.
Either a bug or a bug, lol.
 
Update svn
I'm up-to-date more or less daily, lol.

This is what sits in CIV4PromotionInfos.xml:
Code:
        <PromotionInfo>
            <Type>PROMOTION_SEA_MASTER_HUNTER1</Type>
            <Description>TXT_KEY_PROMOTION_SEA_MASTER_HUNTER1</Description>
            <Sound>AS2D_IF_LEVELUP</Sound>
            <TechPrereq>TECH_RAFT_BUILDING</TechPrereq>
            <PromotionLine>PROMOTIONLINE_SEA_MASTER_HUNTER</PromotionLine>
            <iLinePriority>1</iLinePriority>
            <Button>Art/Interface/Buttons/Promotions/Master_seahunter1.dds</Button>
        </PromotionInfo>
        <PromotionInfo>
            <Type>PROMOTION_SEA_MASTER_HUNTER2</Type>
            <Description>TXT_KEY_PROMOTION_SEA_MASTER_HUNTER2</Description>
            <Sound>AS2D_IF_LEVELUP</Sound>
            <PromotionPrereq>PROMOTION_SEA_MASTER_HUNTER1</PromotionPrereq>
            <TechPrereq>TECH_SPEARFISHING</TechPrereq>
            <PromotionLine>PROMOTIONLINE_SEA_MASTER_HUNTER</PromotionLine>
            <iLinePriority>2</iLinePriority>
            <iLevelPrereq>5</iLevelPrereq>
            <Button>Art/Interface/Buttons/Promotions/Master_seahunter2.dds</Button>
        </PromotionInfo>
        <PromotionInfo>
            <Type>PROMOTION_SEA_MASTER_HUNTER3</Type>
            <Description>TXT_KEY_PROMOTION_SEA_MASTER_HUNTER3</Description>
            <Sound>AS2D_IF_LEVELUP</Sound>
            <PromotionPrereq>PROMOTION_SEA_MASTER_HUNTER2</PromotionPrereq>
            <TechPrereq>TECH_HARPOON_MAKING</TechPrereq>
            <PromotionLine>PROMOTIONLINE_SEA_MASTER_HUNTER</PromotionLine>
            <iLinePriority>3</iLinePriority>
            <iLevelPrereq>10</iLevelPrereq>
            <Button>Art/Interface/Buttons/Promotions/Master_seahunter3.dds</Button>
        </PromotionInfo>
Though the normal Master_Hunter also looks weird (and not like it does in-game).
Code:
       <PromotionInfo>
            <Type>PROMOTION_MASTER_HUNTER1</Type>
            <Description>TXT_KEY_PROMOTION_MASTER_HUNTER1</Description>
            <Sound>AS2D_IF_LEVELUP</Sound>
            <TechPrereq>TECH_TRACKING</TechPrereq>
            <PromotionLine>PROMOTIONLINE_MASTER_HUNTER</PromotionLine>
            <iLinePriority>1</iLinePriority>
            <bBlitz>1</bBlitz>
            <Button>Art/Interface/Buttons/Promotions/Master_hunter1.dds</Button>
        </PromotionInfo>
        <PromotionInfo>
            <Type>PROMOTION_MASTER_HUNTER2</Type>
            <Description>TXT_KEY_PROMOTION_MASTER_HUNTER2</Description>
            <Sound>AS2D_IF_LEVELUP</Sound>
            <PromotionPrereq>PROMOTION_MASTER_HUNTER1</PromotionPrereq>
            <PromotionLine>PROMOTIONLINE_MASTER_HUNTER</PromotionLine>
            <iLinePriority>2</iLinePriority>
            <iLevelPrereq>5</iLevelPrereq>
            <bRiver>1</bRiver>
            <Button>Art/Interface/Buttons/Promotions/Master_hunter2.dds</Button>
        </PromotionInfo>
        <PromotionInfo>
            <Type>PROMOTION_MASTER_HUNTER3</Type>
            <Description>TXT_KEY_PROMOTION_MASTER_HUNTER3</Description>
            <Sound>AS2D_IF_LEVELUP</Sound>
            <PromotionPrereq>PROMOTION_MASTER_HUNTER2</PromotionPrereq>
            <TechPrereq>TECH_TRACKING</TechPrereq>
            <PromotionLine>PROMOTIONLINE_MASTER_HUNTER</PromotionLine>
            <iLinePriority>3</iLinePriority>
            <iLevelPrereq>10</iLevelPrereq>
            <bEnemyRoute>1</bEnemyRoute>
            <Button>Art/Interface/Buttons/Promotions/Master_hunter3.dds</Button>
        </PromotionInfo>
And here's CIV4PromotionLineInfos.xml.
Clearly glitches, because normal Hunters also get Sea_Master_Hunter, despite not being meant to:
Code:
        <PromotionLineInfo>
            <Type>PROMOTIONLINE_MASTER_HUNTER</Type>
            <Description>TXT_KEY_PROMOTIONLINE_MASTER_HUNTER</Description>
            <Button>Art/Interface/Buttons/Promotions/Master_hunter1.dds</Button>
            <UnitCombatPrereqTypes>
                <UnitCombatPrereqType>UNITCOMBAT_HUNTER</UnitCombatPrereqType>
            </UnitCombatPrereqTypes>
        </PromotionLineInfo>
        <PromotionLineInfo>
            <Type>PROMOTIONLINE_SEA_MASTER_HUNTER</Type>
            <Description>TXT_KEY_PROMOTIONLINE_SEA_MASTER_HUNTER</Description>
            <Button>Art/Interface/Buttons/Promotions/Master_seahunter1.dds</Button>
            <UnitCombatPrereqTypes>
                <UnitCombatPrereqType>UNITCOMBAT_WOODEN_SHIPS</UnitCombatPrereqType>
                <UnitCombatPrereqType>UNITCOMBAT_STEAM_SHIPS</UnitCombatPrereqType>
                <UnitCombatPrereqType>UNITCOMBAT_DIESEL_SHIPS</UnitCombatPrereqType>
                <UnitCombatPrereqType>UNITCOMBAT_NUCLEAR_SHIPS</UnitCombatPrereqType>
            </UnitCombatPrereqTypes>
        </PromotionLineInfo>
Check the in-game screenshots to see the difference.
This really needs fixing, lol.
 

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So bug is in code then - upload save when master hunter or equivalent can be promoted.
 
So bug is in code then - upload save when master hunter or equivalent can be promoted.
Why do you need a save, lol?
I just showed you the Pedia (in-main-screen) itself, and the xml files as well.
Sure, I can upload it - but I see zero logic in that.
 
Why do you need a save, lol?
I just showed you the Pedia (in-main-screen) itself, and the xml files as well.
Sure, I can upload it - but I see zero logic in that.
Because its not xml bug - xml is setup correctly.

If promotionnline has unitcombat requirement, then its promotions should have same unitcombat requirement.
 
Because its not xml bug - xml is setup correctly.

If promotionnline has unitcombat requirement, then its promotions should have same unitcombat requirement.
Yeah, I just found out it WAS my mistake: only Water units allow it.
Still, it's an empty promotion, so THAT part was correctly reported as a bug.
Also, descriptions in the xml (what I posted above) and in the game (see screenshots) don't match even for the normal Master_Hunter, so that also needs fixing.
No need for saves, since it wasn't the issue.
 

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I'm up-to-date more or less daily, lol.

This is what sits in CIV4PromotionInfos.xml:
Code:
        <PromotionInfo>
            <Type>PROMOTION_SEA_MASTER_HUNTER1</Type>
            <Description>TXT_KEY_PROMOTION_SEA_MASTER_HUNTER1</Description>
            <Sound>AS2D_IF_LEVELUP</Sound>
            <TechPrereq>TECH_RAFT_BUILDING</TechPrereq>
            <PromotionLine>PROMOTIONLINE_SEA_MASTER_HUNTER</PromotionLine>
            <iLinePriority>1</iLinePriority>
            <Button>Art/Interface/Buttons/Promotions/Master_seahunter1.dds</Button>
        </PromotionInfo>
        <PromotionInfo>
            <Type>PROMOTION_SEA_MASTER_HUNTER2</Type>
            <Description>TXT_KEY_PROMOTION_SEA_MASTER_HUNTER2</Description>
            <Sound>AS2D_IF_LEVELUP</Sound>
            <PromotionPrereq>PROMOTION_SEA_MASTER_HUNTER1</PromotionPrereq>
            <TechPrereq>TECH_SPEARFISHING</TechPrereq>
            <PromotionLine>PROMOTIONLINE_SEA_MASTER_HUNTER</PromotionLine>
            <iLinePriority>2</iLinePriority>
            <iLevelPrereq>5</iLevelPrereq>
            <Button>Art/Interface/Buttons/Promotions/Master_seahunter2.dds</Button>
        </PromotionInfo>
        <PromotionInfo>
            <Type>PROMOTION_SEA_MASTER_HUNTER3</Type>
            <Description>TXT_KEY_PROMOTION_SEA_MASTER_HUNTER3</Description>
            <Sound>AS2D_IF_LEVELUP</Sound>
            <PromotionPrereq>PROMOTION_SEA_MASTER_HUNTER2</PromotionPrereq>
            <TechPrereq>TECH_HARPOON_MAKING</TechPrereq>
            <PromotionLine>PROMOTIONLINE_SEA_MASTER_HUNTER</PromotionLine>
            <iLinePriority>3</iLinePriority>
            <iLevelPrereq>10</iLevelPrereq>
            <Button>Art/Interface/Buttons/Promotions/Master_seahunter3.dds</Button>
        </PromotionInfo>
Though the normal Master_Hunter also looks weird (and not like it does in-game).
Code:
       <PromotionInfo>
            <Type>PROMOTION_MASTER_HUNTER1</Type>
            <Description>TXT_KEY_PROMOTION_MASTER_HUNTER1</Description>
            <Sound>AS2D_IF_LEVELUP</Sound>
            <TechPrereq>TECH_TRACKING</TechPrereq>
            <PromotionLine>PROMOTIONLINE_MASTER_HUNTER</PromotionLine>
            <iLinePriority>1</iLinePriority>
            <bBlitz>1</bBlitz>
            <Button>Art/Interface/Buttons/Promotions/Master_hunter1.dds</Button>
        </PromotionInfo>
        <PromotionInfo>
            <Type>PROMOTION_MASTER_HUNTER2</Type>
            <Description>TXT_KEY_PROMOTION_MASTER_HUNTER2</Description>
            <Sound>AS2D_IF_LEVELUP</Sound>
            <PromotionPrereq>PROMOTION_MASTER_HUNTER1</PromotionPrereq>
            <PromotionLine>PROMOTIONLINE_MASTER_HUNTER</PromotionLine>
            <iLinePriority>2</iLinePriority>
            <iLevelPrereq>5</iLevelPrereq>
            <bRiver>1</bRiver>
            <Button>Art/Interface/Buttons/Promotions/Master_hunter2.dds</Button>
        </PromotionInfo>
        <PromotionInfo>
            <Type>PROMOTION_MASTER_HUNTER3</Type>
            <Description>TXT_KEY_PROMOTION_MASTER_HUNTER3</Description>
            <Sound>AS2D_IF_LEVELUP</Sound>
            <PromotionPrereq>PROMOTION_MASTER_HUNTER2</PromotionPrereq>
            <TechPrereq>TECH_TRACKING</TechPrereq>
            <PromotionLine>PROMOTIONLINE_MASTER_HUNTER</PromotionLine>
            <iLinePriority>3</iLinePriority>
            <iLevelPrereq>10</iLevelPrereq>
            <bEnemyRoute>1</bEnemyRoute>
            <Button>Art/Interface/Buttons/Promotions/Master_hunter3.dds</Button>
        </PromotionInfo>
And here's CIV4PromotionLineInfos.xml.
Clearly glitches, because normal Hunters also get Sea_Master_Hunter, despite not being meant to:
Code:
        <PromotionLineInfo>
            <Type>PROMOTIONLINE_MASTER_HUNTER</Type>
            <Description>TXT_KEY_PROMOTIONLINE_MASTER_HUNTER</Description>
            <Button>Art/Interface/Buttons/Promotions/Master_hunter1.dds</Button>
            <UnitCombatPrereqTypes>
                <UnitCombatPrereqType>UNITCOMBAT_HUNTER</UnitCombatPrereqType>
            </UnitCombatPrereqTypes>
        </PromotionLineInfo>
        <PromotionLineInfo>
            <Type>PROMOTIONLINE_SEA_MASTER_HUNTER</Type>
            <Description>TXT_KEY_PROMOTIONLINE_SEA_MASTER_HUNTER</Description>
            <Button>Art/Interface/Buttons/Promotions/Master_seahunter1.dds</Button>
            <UnitCombatPrereqTypes>
                <UnitCombatPrereqType>UNITCOMBAT_WOODEN_SHIPS</UnitCombatPrereqType>
                <UnitCombatPrereqType>UNITCOMBAT_STEAM_SHIPS</UnitCombatPrereqType>
                <UnitCombatPrereqType>UNITCOMBAT_DIESEL_SHIPS</UnitCombatPrereqType>
                <UnitCombatPrereqType>UNITCOMBAT_NUCLEAR_SHIPS</UnitCombatPrereqType>
            </UnitCombatPrereqTypes>
        </PromotionLineInfo>
Check the in-game screenshots to see the difference.
This really needs fixing, lol.
Lol, pretty sure raxo introduced this bug recently.
The combat type requirement can't be on the promotionline in this case as the first promotion in those unit combat lines should not have any unit combat requirements.
Looks like any regular hunter can get the master hunter promotion now, and all regular ships can get the sea master hunter promo.
The first promotion in those lines are supposed to be a free promotion awarded to the unit when the unit is created, no unit in the entire game should ever be able to pick the first promo in those promo-lines when leveling up.
 
Lol, pretty sure raxo introduced this bug recently.
The combat type requirement can't be on the promotionline in this case as the first promotion in those unit combat lines should not have any unit combat requirements.
Looks like any regular hunter can get the master hunter promotion now, and all regular ships can get the sea master hunter promo.
The first promotion in those lines are supposed to be a free promotion awarded to the unit when the unit is created, no unit in the entire game should ever be able to pick the first promo in those promo-lines when leveling up.
So special promotionlines needs to have unitcombat requirements removed, and instead those should be on promotions directly?
 
Lol, pretty sure raxo introduced this bug recently.
The combat type requirement can't be on the promotionline in this case as the first promotion in those unit combat lines should not have any unit combat requirements.
Looks like any regular hunter can get the master hunter promotion now, and all regular ships can get the sea master hunter promo.
The first promotion in those lines are supposed to be a free promotion awarded to the unit when the unit is created, no unit in the entire game should ever be able to pick the first promo in those promo-lines when leveling up.
I *WAS* surprised when my regular Hunters suddenly could go I'm-Da-Master-MWAHAHAHA!
Still, the mix-up of WHAT those promotions actually do, is ugly.
The SEA one is empty, the LAND one is misleading.
Needs fixing, yeah.
 
So special promotionlines needs to have unitcombat requirements removed, and instead those should be on promotions directly?
I honestly don't understand WHY you introduced Promotion LINES in the first place.
You could do the same thing with just Promotions, no?
 
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