Fozman
Warlord
- Joined
- Apr 12, 2017
- Messages
- 133
No, still on v1065. Long game started on 1065. Should have checked v1066 while I was in the thread. Sorry.I fixed that in v1066. Have you updated lately?
No, still on v1065. Long game started on 1065. Should have checked v1066 while I was in the thread. Sorry.I fixed that in v1066. Have you updated lately?
for j in range(gc.getNumBuildingClassInfos()):
if (gc.getBuildingInfo(self.iBuilding).isBuildingClassNeededInCity(j)):
iBuilding = gc.getBuildingClassInfo(j).getDefaultBuildingIndex()
if (iBuilding > 0):
screen.attachImageButton(panelName, "", gc.getBuildingInfo(iBuilding).getButton(), GenericButtonSizes.BUTTON_SIZE_CUSTOM, WidgetTypes.WIDGET_PEDIA_JUMP_TO_BUILDING, iBuilding, -1, False)
I have a save that goes into infinite loop(?) at end of turn - everything apart from Music and rotating globe freezes, including the clock, CPU usage is 100%, it does not complete even after many hours, but I see nothing particular in logs.
I've tried going back a turn, it goes through, but next turn I encounter this "freezing" situation again. It happens on both rev1062 and rev1066, both wine and win7 (different machines).
How shall I investigate what is wrong?
Save in question: https://drive.google.com/open?id=0B-_N0ovYB7c-dmYwazRSdC1UaTA
I've checked and it's 0(I play on fairly default settings), I've tried switching to 100 and there was no differenceI can't check right now, but are you playing with a small Units Per Tile limit (BUG options, A New Dawn tab, right column)? If so, try increasing the UPT limit. Most of the time a loop is caused by AI trying to move some units while it can't find a way because of the UPT limit.
I'm having an issue with great people, specifically initiating golden ages. I have well more than enough to do so, but it still says I need one more.
Anyone figure out why units i received via trade are "invisible"?
https://forums.civfanatics.com/thre...new-dawn-2-only.474185/page-305#post-14820280
The actual variable used to calculate that unhappiness is <iTaxRateUnhappiness>. For Liberal it's 3 and President it's 5. The number of unhappy faces is the tax rate divided by 100 multiplied by that variable. For multiple civics with tax rate unhappiness, those numbers are added together before calculating the unhappiness rate. Fractions are dropped, but not until the very end.
With a tax rate of 50%:
I guess the game text makes it sound like those unhappiness numbers are calculated individually, but they aren't. This produces exactly the effects you are seeing.
- Liberal gives (50/100) * 3 = 1.5 unhappiness, rounded down to 1.
- President gives (50/100) * 5 = 2.5 unhappiness, rounded down to 2.
- Liberal AND President together gives (50/100) * (3+5) = 4 unhappiness.