v19 bugs and crashes

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Another thing with the v19 and the SVN version which in all likely hood concerns the new influx of resources: I keep getting MAF's on maps I didn't before the new resources were introduced. I can only play for a few hours at a time between MAF's (compared to a few days) now and that's in the start of the game (beginning of Ancient Era). Going down to a Std map size is IMO not really an option with C2C, Large or above for it to be fully fun and interesting.

Yes I have the 3BG switch as I'm on a 32-bit Win7 (also run PAE for 8 GB RAM availability though that doesn't make a difference with CivIV).

I want "more is better" as much as the Team but there's a limit to what the computer and CivIV can handle before breaking down, or so it seems.

Just wanted to make you all aware of this and suggest that when alternative ways are not only possible but equally good it might be an idea to pursue that rather than add more resources.

Cheers
 
you are right.i told them some time ago about this. when they have added to them mod every useless thing you can imagine from mermaids to giraffe knights and when they have add half the national geographic in the mod what you expect while some areas are unfinished(galactic era).i dont want to sound mean or something but its the truth
 
Another thing with the v19 and the SVN version which in all likely hood concerns the new influx of resources: I keep getting MAF's on maps I didn't before the new resources were introduced. I can only play for a few hours at a time between MAF's (compared to a few days) now and that's in the start of the game (beginning of Ancient Era). Going down to a Std map size is IMO not really an option with C2C, Large or above for it to be fully fun and interesting.

Yes I have the 3BG switch as I'm on a 32-bit Win7 (also run PAE for 8 GB RAM availability though that doesn't make a difference with CivIV).

I want "more is better" as much as the Team but there's a limit to what the computer and CivIV can handle before breaking down, or so it seems.

Just wanted to make you all aware of this and suggest that when alternative ways are not only possible but equally good it might be an idea to pursue that rather than add more resources.

Cheers

I think we have "only" added 7 map resources in v19 and the SVN most of the ones "we" added were manufactured ones so don't show on the map. I am running XP 32bit. I do get some random early CTDs but no MAFs on huge maps. Not saying you aren't correct just that I am not having the problem myself.

you are right.i told them some time ago about this. when they have added to them mod every useless thing you can imagine from mermaids to giraffe knights and when they have add half the national geographic in the mod what you expect while some areas are unfinished(galactic era).i dont want to sound mean or something but its the truth

Mermaids, the mega fauna and alternate timeline stuff can be turned off if you don't want it. Just edit the MLF files. Some people don't find giraffe knights useless.:mischief:

For V20 I am concentrating on completing stuff like making (map) resources more useful.
 
every game ,every engine has a limit on how much you can mod it.when you add useless things compare at least to more importand ones and you strain the engine so much of course there are going to be so much ctd.tell why all those animalls are needed.what are their purpose. i am not going to comment on the girafe knight thing:p . you guys should learn to prioritize
 
every game ,every engine has a limit on how much you can mod it.when you add useless things compare at least to more importand ones and you strain the engine so much of course there are going to be so much ctd.tell why all those animalls are needed.what are their purpose. i am not going to comment on the girafe knight thing:p . you guys should learn to prioritize

We do prioritise. We do the stuff we like and we feel adds to the game we like. If you like it then that is good too. If you feel something needs attention then either try and enthuse one of the modders in that direction, detail helps, or learn to mod. Otherwise it is not likely to get done. Although some things just need a weight of evidence to enthuse a modder and so surprises happen.

Edit for example look what happened when mcookie83 suggested that we include the merchants, pirates and aviation mods from Orion Veteran. We gave him/her as much help as he/she needed and now they are in V19. They still need some tweaking, and I lost some of that when I lost power but it has, imho, improved C2C.
 
We do prioritise. We do the stuff we like and we feel adds to the game we like. If you like it then that is good too. If you feel something needs attention then either try and enthuse one of the modders in that direction, detail helps, or learn to mod. Otherwise it is not likely to get done. Although some things just need a weight of evidence to enthuse a modder and so surprises happen.

Edit for example look what happened when mcookie83 suggested that we include the merchants, pirates and aviation mods from Orion Veteran. We gave him/her as much help as he/she needed and now they are in V19. They still need some tweaking, and I lost some of that when I lost power but it has, imho, improved C2C.

the problem is you add too many things in the game specially thing that are useless compared to others.the more you add the less stable the mod will become and more ctd will happen as they happen now
 
@bill2505

No offense but you tend to troll and complain a lot for someone with the signature ...


That's not to say you cannot voice your opinion, just know that saying stuff like "you have too much [insert feature here]" is basically going to be ignored. If you want limited stuff at optimum computer speeds go play RoM or AND. It is one reason we started C2C so we could leave that philosophy of "less is more" and embrace the philosophy of "more is more". Note we do want to balance things but not by removing feature but by adding new features to counter the existing ones.

For instance all the types of animals was a reaction to having only a few boring animals. Adding more has a allowed for DH's subdued animal system to be highly diversified and makes each game unique. Personally I love all the new animals and want to see a game with high diversity of units. Which includes animal units.

As for resources there are really not that many more added to the map. Most of the new ones are manufactured goods, which should not slow things down in the same way if they were map resources. I also use a standard size map and have no problem with resource generation. I will not have all of them in my empire, but no empire has all resources in real life anyways. This makes trading resources have some value again. Especially when there is so much you can trade now.
 
Since resources is the last thing added most of I thought it would be that. Might not be though but if it's the variation of animals I have an idea of setting an option for either "base animals" or "extended animals" where base has one of each type of each animal needed for myths, herds, a.s.o, while extended had all the variations. If that's a possibility (and hopefully rather simple to implement) then you will have taken the first step towards having a "slim-line" and less system hogging C2C option.

Cheers
 
Since resources is the last thing added most of I thought it would be that. Might not be though but if it's the variation of animals I have an idea of setting an option for either "base animals" or "extended animals" where base has one of each type of each animal needed for myths, herds, a.s.o, while extended had all the variations. If that's a possibility (and hopefully rather simple to implement) then you will have taken the first step towards having a "slim-line" and less system hogging C2C option.

Cheers

It is possible but will require a bit of work but not too much. Basically the slim version would have deer while the extended would also have caribou, and reindeer.
 
Hello,

as this is the bug thread for C2C v19.

I just post this question, because I'm not sure it is something related to my installation or really a bug.

When I get a Great General, I don't have the possibility to turn him into a Grat Commander, because the button with th flag that enable it does not appear.

Please, Can someone verify it?

If this really happens, is there any workaround to enable it before v20?

Thank you
 
the problem is you add too many things in the game specially thing that are useless compared to others.the more you add the less stable the mod will become and more ctd will happen as they happen now

I disagree with this sentiment.The more good ideas the better.

You could start a mod mod called C2C lite if you could program it. It would have to be off a fixed version and wouldn't get much love. Those who have lessor machines could help you.
I would leave the main modders to focus on improving the mod; give them a chance and they will get around to improving it.
Just look at what they have done.
I am learning to focus on things that can be done as well. Focus on revealing specific issues and they may make time. They have gotten around to fixing many things, It takes time.
 
I disagree with this sentiment.The more good ideas the better.

You could start a mod mod called C2C lite if you could program it. It would have to be off a fixed version and wouldn't get much love. Those who have lessor machines could help you.
I would leave the main modders to focus on improving the mod; give them a chance and they will get around to improving it.
Just look at what they have done.
I am learning to focus on things that can be done as well. Focus on revealing specific issues and they may make time. They have gotten around to fixing many things, It takes time.
as long the game engine dont fall apart about this i fully support it too
 
We do prioritise. We do the stuff we like and we feel adds to the game we like. If you like it then that is good too. If you feel something needs attention then either try and enthuse one of the modders in that direction, detail helps, or learn to mod. Otherwise it is not likely to get done. Although some things just need a weight of evidence to enthuse a modder and so surprises happen.

Edit for example look what happened when mcookie83 suggested that we include the merchants, pirates and aviation mods from Orion Veteran. We gave him/her as much help as he/she needed and now they are in V19. They still need some tweaking, and I lost some of that when I lost power but it has, imho, improved C2C.

He is male... just in case... :mischief:

And to Bill2505: ... in my oppinion most of the major "changes" in C2C are modular (options in the Game/xml-modules), so nobody's forced to use them, if he/she/it doesn't want to... ;)
 
Since resources is the last thing added most of I thought it would be that. Might not be though but if it's the variation of animals I have an idea of setting an option for either "base animals" or "extended animals" where base has one of each type of each animal needed for myths, herds, a.s.o, while extended had all the variations. If that's a possibility (and hopefully rather simple to implement) then you will have taken the first step towards having a "slim-line" and less system hogging C2C option.

Cheers
There is still lots of optimization possibility in the memory usage of the DLL. Quite some information is stored in a really inefficient way.
So if there is a problem in there instead of in the graphics department then we might be able to do something about it.
It would help if you could check out how much memory the BtS process uses in the different stages of the game and what causes large increases.
 
There is a program out there that we can use to check the graphics. Orion Veteran discovered that there was some problems even with the base Civ IV graphics by using the program. Unfortunately it needs all the art in the core area to work properly and it ignores art in modules which is one reason I have been moving things to the core areas. When StrategyOnly tried using it last time almost everything was reporting an error because of this. I was going to try and use it this version just to see if we can find anything we can fix. I wont have time until the new year however.
 
I'm sorry to keep reposting this (I think this is the right thread though) but this essentially makes the game unplayable for me :( (thread link)

And looking at Thunderbird and BlueGenie's posts following that, it would sem it scuttles the AI civs in a major way too... Just got my Iron Axeman upgrade and I have a stack of 98 Axemen called "Axeman 4 (Delhi)" running around the map :( And it doesn't help my treasury AT ALL!

Again I'm sorry for being a pest, an acknowledgement would atleast put my mind to ease :)
the problem is that both the people that could figure out what may be happening are away at the moment.
Re-quoted for great justice! :) (also because koshling and AIAndy seem to be back!)
 
First time i have gotten this error:

Traceback (most recent call last):

File "CvScreensInterface", line 262, in showTechSplash

File "TechWindow", line 281, in interfaceScreen

RuntimeError: unidentifiable C++ exception
ERR: Python function showTechSplash failed, module CvScreensInterface

Got it when i discovered Bone Working.

I discovered that I had the wrong art define for a building that comes at Bone Working and loaded a fix to the SVN. Does that fix the problem?
 
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