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  1. sp00n

    Quick Modding Questions Thread

    Stackable as in not next to each other?
  2. sp00n

    Single Player bugs and crashes v43 download - After January 2023

    Indeed, that would introduce another issue. I've created a pull request, but I was not able to test the generated DLL. I haven't successfully figured out yet how to run the git version along with my current running version. https://github.com/caveman2cosmos/Caveman2Cosmos/pull/1442
  3. sp00n

    Single Player bugs and crashes v43 download - After January 2023

    Thanks for pointing me at the developer guide. I think I was able to pinpoint the problem to the decayCulture() method. void CvPlot::decayCulture() [...] setCulture( ePlayerX, std::max( getPlotCity() && getOwner() == ePlayerX...
  4. sp00n

    Single Player bugs and crashes v43 download - After January 2023

    I've found some overflow protection code in CvPlot.cpp, but I couldn't find a way to test or debug this. Is there a way to do this without having to recompile the dll file? It shouldn't really trigger in my case, the plot culture is only a little above 2 million when the switches happen. void...
  5. sp00n

    Single Player bugs and crashes v43 download - After January 2023

    I'm seeing some weird behavior with plot culture flipping. Tiles that have 2+ million of my culture in the next turn suddenly have only less than 100k and therefore switch to the old owner, which has around 100-300k on the same tile. It almost seems like a buffer overflow, i.e. the culture...
  6. sp00n

    Single Player bugs and crashes v43 download - After January 2023

    I'm experiencing some weird issues with loading a WorldBuilder save regarding culture, it appears to be a buffer overflow (negative culture resulting in huge actual culture)? Also tile ownership for Fixed Borders doesn't seem to carry over, but that may just be a general limitation. // Edit...
  7. sp00n

    Single Player bugs and crashes v43 download - After January 2023

    It worked for me, I've attached a save with one turn later.
  8. sp00n

    Single Player bugs and crashes v43 download - After January 2023

    It's quite slow to update, and this causes a wait time before I can actually move units or click buttons, which I find rather annoying. I assumed this was expected behavior, but maybe it's a bug? With paging disabled, there's no such delay, but then of course the units start to disappear...
  9. sp00n

    Single Player bugs and crashes v43 download - After January 2023

    Bummer. Is this something that could be fixed in the code, or does the graphics engine not support allocating more than a specific amount of video memory and therefore these units are then just dropped and therefore turn invisible?
  10. sp00n

    Single Player bugs and crashes v43 download - After January 2023

    It seems this has been a longstanding error, but when turning OFF graphics paging, I see units disappear when their turn ends (either they've used up their moves or you select e.g. the sleep action). This applies to both naval and land units, and you cannot even select them when they have...
  11. sp00n

    Caveman 2 Cosmos (ideas/discussions thread)

    I noticed that hurry production unit upgrades stop at the industrial era with the Supply Freight unit, so I assume they become somewhat useless at the later stages if there's not some other scaling at work (I only just entered the Information era). I tried to extrapolate the stats for some new...
  12. sp00n

    Quick Questions , Quick Answers

    Btw, does the autopillage also affect roads? This would be kind of counterproductive for the pillaging unit, as it would destroy its way back home. On the other hands, it's a negative trait, so maybe that would be a desired outcome. I do not remember having heard that plundering Vikings have...
  13. sp00n

    Quick Questions , Quick Answers

    Well, I guess I found the problem... "Automatically pillages improvements on move" So whenever a unit with this promotion moves, any improvement is automatically pillaged on its way. Unit 3014790 moved a couple of tiles out of the city and left a row of reduced improvements in its wake...
  14. sp00n

    Quick Questions , Quick Answers

    I just reverted back to the pristine v43 (January 16th) and tested it. If I don't let the modifiers be recalculated it still happens, but recalculating them will result in different events on the next turn (e.g. different leader requests, different great person type), so I assume a new random...
  15. sp00n

    Quick Questions , Quick Answers

    Ok, I guess I managed to get a turn. Tile 59,37 is reduced from a Mountain Mine to an Early Mountain Mine in the next turn. Right where I parked all the workers. I also tried to place a Guard Dog, Sheriff and Spy there, but it still was reduced. And the World Builder still says I'm the only one...
  16. sp00n

    Quick Questions , Quick Answers

    Not at hand, I'll see if I can pinpoint a particular turn. But they should become visible with Guard Dogs, shouldn't they?
  17. sp00n

    Quick Questions , Quick Answers

    v43 (with some custom modifications). I do have automated workers, but I specifically set them to not change existing improvements (and on that continent I don't have any I think). Also they shouldn't be able to downgrade or even completely remove improvements anyway, should they?
  18. sp00n

    Quick Questions , Quick Answers

    I'm having some weird issues where tile improvements are being destroyed/reduced (i.e. Shaft Mine -> Mine -> Stone Tools), but I can't find the reason. Originally I thought it was spies, but after I placed some counter espionage spies on some tiles and didn't catch any, I checked with the World...
  19. sp00n

    Quick Modding Questions Thread

    1. "i" stands for integer, so only full number are allowed (negative as well), "b" for boolean (only 0 or 1). 5. I don't think there is. A possible workaround would be to copy&paste the Sentry promotion, rename it (Eagle Eye or something) and give this as a free promotion to the Scout. You'd...
  20. sp00n

    Quick Modding Questions Thread

    For the latter, it may be modified by the map size. Larger maps need more buildings: https://forums.civfanatics.com/threads/changing-number-of-city-requirements-for-select-national-wonders.390566/#post-9755130
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