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

It's an option regarding showing unit animations that fixes this.

Wow... melodrama mastery achieved.

There are legacy buildings that replace them if effects of any kind are intended to carry on IIRC. Yes, it does mess up the city score screen a bit. Wouldn't say that's in a critical way really. Meh.
He also doesn't realize, that he lost forest on city tile and thus carpenter stopped working.
He played on one land tile island, and he doesn't know that city destroys some features, if it gets large enough.
Resource producer always stopped producing resource, when it obsoleted.
 
He also doesn't realize, that he lost forest on city tile and thus carpenter stopped working.
He played on one land tile island, and he doesn't know that city destroys some features, if it gets large enough.
Resource producer always stopped producing resource, when it obsoleted.
No, dammit.
It was my HUGE mistake to invoke RESOURCES instead of WONDERS alone, in the first place.
Because, AGAIN, "obsoletion" SHOULDN'T mean "utter disappearance" - and especially so for Wonders.
Key word: GP points.
If a building DISAPPEARS, you STOP getting those.
Does that mean that the real Pyramids STOPPED being a World Wonder TODAY?
If we compare GP in-game and tourism in real life - that's clearly WRONG.
This is NOT ONLY about resources (even though that alone ALSO cripples the game awfully).
AT ALL.
I'm utterly surprised that I had spent so much EFFORT on explaining this - and you STILL "don't get it".
*HUGE FACEPALM*

Suggestion:
Rework Wonders specifically (there isn't THAT many of them, and certainly not in EVERY city) to "never obsolete" then, but get replaced with "legacies" that would remove the "obsoleted" bonuses and preferably also group the Wonders to lessen the building count.
But "disappearing Wonders" is a MISTAKE.
 
Which graphic setting is it, please? Using my current settings, I've had no issues with any units before this one, even ones I know that don't work when animations are frozen.

Thanks!
 
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Which graphic setting is it, please? Using my current settings, I've had no issues with any units before this one, even ones I know that don't work when animations are frozen.

Thanks!
Upload save, maybe this one IS using wrong model - some units may have different artstyles.
Some unit artstyles may be rarely even seen in gameplay, and may be only on few units only.
 
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Upload save, maybe this one IS using wrong model - some units may have different artstyles.
Some unit artstyles may be rarely even seen in gameplay, and may be only on few units only.
I'll send it when I get home from work.
 
No, dammit.
It was my HUGE mistake to invoke RESOURCES instead of WONDERS alone, in the first place.
Because, AGAIN, "obsoletion" SHOULDN'T mean "utter disappearance" - and especially so for Wonders.
Key word: GP points.
If a building DISAPPEARS, you STOP getting those.
Does that mean that the real Pyramids STOPPED being a World Wonder TODAY?
If we compare GP in-game and tourism in real life - that's clearly WRONG.
This is NOT ONLY about resources (even though that alone ALSO cripples the game awfully).
AT ALL.
I'm utterly surprised that I had spent so much EFFORT on explaining this - and you STILL "don't get it".
*HUGE FACEPALM*

Suggestion:
Rework Wonders specifically (there isn't THAT many of them, and certainly not in EVERY city) to "never obsolete" then, but get replaced with "legacies" that would remove the "obsoleted" bonuses and preferably also group the Wonders to lessen the building count.
But "disappearing Wonders" is a MISTAKE.
There are/were some tags that continued to operate when a building obsoleted. I'm not sure that GP pts were one of them but it would be worth looking into so that if it was then they could be added to the legacy building that replaces the obsoleted building. There was a tag for obsoletesafecommerces - and I think a few other tags like city defense% - that continued working after obsoletion.
 
There are/were some tags that continued to operate when a building obsoleted. I'm not sure that GP pts were one of them but it would be worth looking into so that if it was then they could be added to the legacy building that replaces the obsoleted building. There was a tag for obsoletesafecommerces - and I think a few other tags like city defense% - that continued working after obsoletion.
I actually don't understand why do you obsolete Wonders to begin with?
They definitely don't get replaced (aka upgraded), so what is that even referring to "in real life"?
Normal buildings, sure thing, but Wonders... really weird stuff there.
 
I actually don't understand why do you obsolete Wonders to begin with?
They definitely don't get replaced (aka upgraded), so what is that even referring to "in real life"?
Normal buildings, sure thing, but Wonders... really weird stuff there.
Vanilla also obsoleted wonders.
I guess its more noticeable if buildings are outright deleted from cities.
 
I actually don't understand why do you obsolete Wonders to begin with?
They definitely don't get replaced (aka upgraded), so what is that even referring to "in real life"?
Normal buildings, sure thing, but Wonders... really weird stuff there.
The pyramids were giant water pumps (at least I'm convinced of that from some very good research I've seen on it) - do we still use them today for that purpose?

No, we haven't stopped being amazed by them, which is why the culture that comes from them not only has maintained but has increased as a result of obsoletion, but that doesn't mean we use them now for what they were originally made for. Hell, the Sphynx we have no idea what it was actually for and found it after it had been fully claimed by the sands.
 
If it makes sense for a wonder that obsolete to continue functioning in a legacy kind of way after some point then it should get a legacy building that it will become upon obsoleting.
When I changed it so buildings that obsolete are removed from city, I also added a new XML tag, and code, that allows one to define a replacement building that will replace this building upon obsoletion; I made some obsolete versions of some wonders, but I figured it would be better use of my time to continue working on code rather than do XML modding which other modders are as qualified to do.

The obsolete building removal was a needed streamlining rework towards optimizing our code performance and RAM usage, it paved the way for me fixing most of the weird bugs of buildings activating/disabling unpredictably, and for the building replacement mechanic and building disabling mechanic to work in a more robust manner.
This technical change will not be reverted, as it would be extremely hard to do and would require the reintroduction of dozens of bugs that were fixed plus the reversion of perhaps 20 hours of coding work that built upon it after it was made.
If a building should not obsolete, then we don't have to obsolete it, if a building should change behaviour radically, then we can now change buidling A into B by actually using obsoletion + the new tag I added.

Example of a weird wonder that should simply disappear when it obsoletes, Leonardo's workshop.
An example of a wonder that should change behavior could be the sphinx, that obsoletes into the forgotten/buried/lost/"Myth of the " Sphinx, which again could obsolete into a Rediscovered/Excavated Sphinx. Each stage being a distinct building, only the first can ever be built, the second only give a marginal culture bonus as it is a lost world wonder, buried under sand and forgotten, a legend, the last giving large tourism bonus, and some science perhaps.

The great pyramid should obsolete at some point and become a legacy version.
First version a religious monument that also symbolizes the great power and prestige of the pharaoh of the time (political and engineering feat to marvel anyone who doubt the divinity of said pharaoh). Second stage a pure archeological (minor science boost) and tourism (cash/culture) wonder. Second stage should be a very weak wonder compared to other wonders unlocked around the time the first stage becomes the second stage (first stage obsoletes).
 
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An example of a wonder that should change behavior could be the sphinx, that obsoletes into the forgotten/buried/lost/"Myth of the " Sphinx, which again could obsolete into a Rediscovered/Excavated Sphinx. Each stage being a distinct building, only the first can ever be built, the second only give a marginal culture bonus as it is a lost world wonder, buried under sand and forgotten, a legend, the last giving large tourism bonus, and some science perhaps
For the sake of clarity, how do we keep that building from being a buildable selection if it hasn't been converted (being wondrous and therefore limited). And if a building is intended to evolve, such as a more normal hut to shop progression, how then do we ensure that the shop can be built when the hut had not been. And is there any way in this to make a building evolve based on the citysize so that for example a building can upgrade due to size of city rather than a tech change so that a more tech advanced nation with a new city could build a cheaper version of the most advanced building that is then intended for it to become when the city advances past a certain size? I realize that's probably not in place yet but the thinking her so far warrants that discussion of how we could set that up and what we'd do from a costing perspective on that. This all seems to be working into a good staging system for buildings and its sounding promising.
 
For the sake of clarity, how do we keep that building from being a buildable selection if it hasn't been converted (being wondrous and therefore limited). And if a building is intended to evolve, such as a more normal hut to shop progression, how then do we ensure that the shop can be built when the hut had not been. And is there any way in this to make a building evolve based on the citysize so that for example a building can upgrade due to size of city rather than a tech change so that a more tech advanced nation with a new city could build a cheaper version of the most advanced building that is then intended for it to become when the city advances past a certain size? I realize that's probably not in place yet but the thinking her so far warrants that discussion of how we could set that up and what we'd do from a costing perspective on that. This all seems to be working into a good staging system for buildings and its sounding promising.
Currently it is only triggered by obsoletion, A obsoletes, becomes building B. B would be a -1 cost building, not buildable, not possible to obtain if no one built building A before it obsoleted. Building B could have a tech req so that a conqueror who doesn't have the tech req wouldn't get the benefit of the stage 2 version of the wonder, but it doesn't need to; the wonder would not revert back to building A in any case.

If we want a more advanced system that allows us to transition through similar building stages due to multiple different reasons, not just obsoleting, then we would have to have a serious discussion about it to figure out all the odds and ends of it before trying to implement it. E.g. stuff that complicates a more advanced system is for example the building replacement system, or building disabling system, all of these systems needs to work flawlessly with each other without odd behaviour, may pose a challenge, and needs to be thought well through before implementation of another similar system for buildings. The free building mechanic is another one that is similar.
 
If we want a more advanced system that allows us to transition through similar building stages due to multiple different reasons, not just obsoleting, then we would have to have a serious discussion about it to figure out all the odds and ends of it before trying to implement it. E.g. stuff that complicates a more advanced system is for example the building replacement system, or building disabling system, all of these systems needs to work flawlessly with each other without odd behaviour, may pose a challenge, and needs to be thought well through before implementation of another similar system for buildings. The free building mechanic is another one that is similar.
Agreed - may be worth having that discussion! I had been thinking of adding tags for evolutions but I think the way the memory works, it's better to have less tags, more buildings, than more tags, less buildings.
 
Upload save, maybe this one IS using wrong model - some units may have different artstyles.
Some unit artstyles may be rarely even seen in gameplay, and may be only on few units only.

Here you go. I did a test, started a new game as the Greeks, and their Modern Infantry looked fine. Maybe it's just the Ottomans or Middle Eastern Civs?
 

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Here you go. I did a test, started a new game as the Greeks, and their Modern Infantry looked fine. Maybe it's just the Ottomans or Middle Eastern Civs?
Yeah, so it could be Ottomans/Middle Eastern issue
 
What is Up with GitHub desktop? It updated yesterday and now it wants me to do a clone???
This new version is bonkers!
This repository has been archived by the owner. It is now read-only.
 
What is Up with GitHub desktop? It updated yesterday and now it wants me to do a clone???
This new version is bonkers!
I had same problem recently.

You must log out of it and login trough your Github account
 
After I updated from SVN-11346 to SVN-11349 and recalculated modifiers, all my cities started deflating and production also decreased radically (buildings, that could be built in 1-2 turns before, now take 3-4 turns).
 
After I updated from SVN-11346 to SVN-11349 and recalculated modifiers, all my cities started deflating and production also decreased radically (buildings, that could be built in 1-2 turns before, now take 3-4 turns).
There was severe bug with recalculating modifiers.
It was fixed in latest SVN, so now all yield incomes don't stack on top of itself after every recalculation.
 
Here you go. I did a test, started a new game as the Greeks, and their Modern Infantry looked fine. Maybe it's just the Ottomans or Middle Eastern Civs?
It was simple typo in unit art style definition.
Its fixed on github.
 
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