Wedding Feud, Next War mod, etc

longironcondor

Chieftain
Joined
Jul 21, 2007
Messages
1
Three categories of problems/bugs that I've found:
1. Random Event
2. "Next War" mod related
3. AI behaviour

===========================

Problem/Bug:

1. Load attached save: ...

2. On the random event that immediately appears choose the third option that reads from the XML tag:

CIV4GameText_Events_BTS.xml : TXT_KEY_EVENT_WEDDING_FEUD_3

Displaying:
"Announce a national celebration, send an outlandish wedding gift and donate generously to our religious organizations in the name of the newlyweds. This is likely going to trigger war!"

3. What it does:

(a) Correctly executes the XML attitude modifier from CIV4EventInfos.xml
<iOurAttitudeModifier>-3</iOurAttitudeModifier>
<iAttitudeModifier>-3</iAttitudeModifier>

(b) But does NOT trigger war, nor give the bonus to all leaders with your religion. This is a problem in the python: refer to the proposed solution below.

---

Solution:

File:
\Civilization 4\Beyond the Sword\Assets\Python\EntryPoints\CvRandomEventInterface.py

In the function:
def doWeddingFeud3(argsList):

On line number 312:
return true

Should be removed.

This return statement aborts the execution of the remaining code in the function that appears to do the intended operation but never gets executed as the function forcibly and erroneously returns prior to its execution.

Note that the attached save has the "Lock Modified Assets" option enabled, so it is not possible for us to test the proposed solution by modifying python.

===========================

Problem/Bug:

1. Load "Next War" mod.

2. View the Civilopedia from the Main Menu.

BUG #1:
(a) Browse to: "Technologies" --> "Mass Media".

(b) Note that "Cristo Redentor" is made OBSOLETE by "Mass Media". This wonder is made available with the discovery of "Radio" immediately prior to "Mass Media". I am sure that it was not intended for this wonder to be made obsolete so very quickly.

BUG #2:

(a) Browse to: "Technologies" --> "Theology".

(b) Note that the "Apostolic Palace" is not available in the "Next War" mod. I see no reason why it should not be available. Please enable the "Apostolic Palace" in the "Next War" mod.

BUG #3:

(a) Browse to "Units" --> "Transport".

(b) Note that the submarine capacity is 6 units (for Next War mod), not 4 units as specified in the civilopedia. Also the strategy tip in the build list similarly states it only as being able to carry 4 units.

BUG #4:

(a) Browse to "Buildings" --> "Mind-Control Center".

(b) Note that it reduces city production by 25%, yet in the text it says it only reduces it by 15%.

===========================

Problem/Bug:

Illogical AI behaviour:

Consider this situation: I have about 10-15 destroyers bombarding 2-3 enemy cities, but only partially blocking their exit therefrom. The enemy is significantly behind in technology and only has a few caravels docked in their cities.

Why does the AI choose to set sail with these caravels, knowing full well that:
(1) They are unable to reach safety in another city in a single turn
(2) Destroyers even with no movement bonuses can catch a caravel very easily
(3) Destroyer vs Caravel = Almost certain that the Destroyer will win
(4) It will grant me free XP towards another Great General, when they could just as easily let these caravels remain in their cities to be destroyed when I capture their cities with land units: effectively denying me that potential XP.
 

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