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

Just started a new game with SVN 11417 and subdued a Ring Tailed Lemur, I noticed it does not have it's own unique species Folklore, only the "Old Man of the Forest" that all primates get.
 

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Just updated my game to 11417 and now I have -84% culture on one of my tiles.
Spoiler -84% :
upload_2022-1-18_12-4-1.png
 
Just updated my game to 11417 and now I have -84% culture on one of my tiles.
Spoiler -84% :
Overflow unrelated to SVN update, but you can upload save

Tiles can't have more than 21 000 000 tile so calculation in tooltip is overflowing.
 
This is from the same game as my previous post (playing on Nightmare difficulty) and just made contact with my first neghbour by finding their first city, it's clear the AI has not explored at all given there's an unexplored goody hut just five tiles from the city.
 

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Just started a new game with SVN 11417 and subdued a Ring Tailed Lemur, I noticed it does not have it's own unique species Folklore, only the "Old Man of the Forest" that all primates get.
Easy to add one :)
 
This is from the same game as my previous post (playing on Nightmare difficulty) and just made contact with my first neghbour by finding their first city, it's clear the AI has not explored at all given there's an unexplored goody hut just five tiles from the city.
Eternity is slow :D
 
This is from the same game as my previous post (playing on Nightmare difficulty) and just made contact with my first neghbour by finding their first city, it's clear the AI has not explored at all given there's an unexplored goody hut just five tiles from the city.
The AI does not explore in spirals, it walks its explorers typically in a wiggly trip in a specific direction, i.e. they explore far but not wide if that word use makes sense to you.

E.g. they might have explored a lot to the south and west.
 
It's how i like to play, the point is the AI should at least have been out exploring, I normally encounter a unit first not their city, it looks like all their units are at home, I have a lot of units around the map thanks to goody hut pops and should have encountered one of thier units before encountering their city, this is about 60 turns in, I can't believe they haven't explored sufficiently not to enounter me.


Edit: Well if they went south the still managed to miss this goody hut here, however they did just beat me to a cave wonder so they are at least doing something right.

Edit 2: I was first to discover the Dead Sea, just 6 tiles west of Honolulu
.
 

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I am seeing unique location discovery announcements elsewhere , so clearly other AIs are exploring (unless they popped culture and just happened to have one nearby) but for some reason these guys are sitting in the desert (why pick there anyway??) doing bugger all. Do they think Terrain Damage is on so they dare not explore, or does the Barbarian World option; the only other new option I picked other than switching to Nightmare instead of Immortal; cause them to just instantly turtle.

Found another stay at home AI, I've discovered many unique locations for thie first time, this normally doesn't happen.

Edit: I'm just now encountering AI wanderers, but it seems the AI did not send out it's extra starting unts to explore. I'm convinved Barbarian World is behind this behaviour so I'm going to start another game without that option selected and see if previous AI early exploration behaviour is restored

Edit 2: Ok I started a new game without the barbarian world option active and found the Arabians all sleepy at home, nobody out exploring (and there was only one way for them to go so I should have discovered them sooner if they were)
 

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Disable terrain damage too, AI is too dumb for it

Read my post again, I didn't have Terrain Damage active, I was speculating whether the AI thought it was active and so didn't want to enter the desert. Also I've reported that the AI is showing signs of not exploring in the immediate start of the game even with Barbarian World (and no other Barbarian options) inactive
 
Since I updated to latest SVN, resources occasionally are discovered beneath AUyantepi (spelling?). Not a big error, just more annoying than anything. I can't place an improvement there, so no bonuses from the resource. I fix it myself by going into world builder and removing said resource.
 
Since I updated to latest SVN, resources occasionally are discovered beneath AUyantepi (spelling?). Not a big error, just more annoying than anything. I can't place an improvement there, so no bonuses from the resource. I fix it myself by going into world builder and removing said resource.
Ah, unforeseen side effect from us allowing any worked tile to discover bonuses regardless of improvement on the tile.
Could probably make the natural wonder features bar all bonus placement as a general rule.
 
Ah, unforeseen side effect from us allowing any worked tile to discover bonuses regardless of improvement on the tile.
Could probably make the natural wonder features bar all bonus placement as a general rule.
So these don't follow terrain/feature/latitude restrictions?
 
Do those follow map generation rules in general? That is not placing coconuts in Tundra for example.
I think craters and few others also should ban resources from spawning altogether.
 
Do those follow map generation rules in general? That is not placing coconuts in Tundra for example.
I think craters and few others also should ban resources from spawning altogether.
Bonus discovery follow all the rules mapscript does when placing bonuses.

Mapscripts has never had to worry about natural wonders as they are placed after map generation, by a post process script.

According to XML, the natural wonder features does not restrict what bonuses can be on the plot.
 
This is somewhat further in my current game and I seem to have discovered another oddity, the AIs have been sending out Exiles and hidden nationality Neanderthal units into the wild and my wandering units have been managing to find and kill them. This has triggered an odd diplomacy reaction as I'm now recieving a -1 penalty for "The war is going badly for us", except I'm not at war with either of the AIs. I've never seen this happen before in previous games when killing hidden nationality criminal units - unless this is some sort of unique thing that only happens on Nightmare difficulty.
 

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Well a few versions ago I would get diplomatic penalties for conquering cities with hidden nationality units. I think the hidden nationality is not so hidder after all.
 
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