C2C SVN Changelog

Can you please fix the GEMs?
Or why don't they work???
I even downloaded the latest version from the log, but the best one, pre-Columbian, is crashing on turn 2 always.
 
Can you please fix the GEMs?
Or why don't they work???
I even downloaded the latest version from the log, but the best one, pre-Columbian, is crashing on turn 2 always.

I noticed that has been happening often. Hopefully someone can figure out what is going on but in the mean time just load the initial auto-save and it should run fine from there
 
I CAN make it optional by providing a separate XML promotioninfo override file that can be added when beginning a new game or kept out of the load sequence if continuing a pre-established game. That would be a fix for those who want to keep playing a game in progress.

I STILL don't understand why you can't jut fix it up at load time. In teh unit loading just go through its promotions, and if it has one that (now) replaces another one then remove that other one from the unit in question. Doesn't that leave things in the right state when the load completes?
 
RS
I'll wait until it gets fully fixed, cause I don't understand what you mean by initial auto-save...
 
Unrelated kinda: Everyone has been calling me different things so I decided to just get a solid one going. Everyone can just call me Spiral :)

RS
I'll wait until it gets fully fixed, cause I don't understand what you mean by initial auto-save...

Well if it is the same thing that has been happening to me and other people than the game is crashing when you end the first turn. When the game CTD (crashes to desktop) just reload the mod and go into load game and pick the auto-save option on the side. It should list the initial auto-save for the game that just crashed. Load that and you should be able to enjoy the greatness of the C2C GEM map :D
 
I have an idea how to fix the viewports fade-out bug, but I'll need a new dummy terrain type and the graphics for it. What I want is a new terrain type TERRAIN_NONE which has the graphic of a black tile!! I have no idea how to do the graphics stuff, so can someone with experience creating terrains put this together for me possibly...?

Try using TERRAIN_SPACE for your test. It is black with stars. I can incorporate such a graphic but I can't make one.
 
Spiral :D :D :D
I'll try and reply in a few minutes.
Hopefully - a GOOD reply.

SUCCESS!!! :goodjob:
Now if anyone can EXPLAIN this...
Not that I need it, but it is so weird.
Also, I experimented with the guardian - and no crash!

THANK YOU VERY MUCH!!! :goodjob:
 
Spiral :D :D :D
I'll try and reply in a few minutes.
Hopefully - a GOOD reply.

SUCCESS!!! :goodjob:
Now if anyone can EXPLAIN this...
Not that I need it, but it is so weird.
Also, I experimented with the guardian - and no crash!

THANK YOU VERY MUCH!!! :goodjob:

Good I'm glad I could help you out! Also I play the GEM map a lot but my SEM (standard earth) is also available in the Maps and Scenario sub-forum if you don't want to wait so long inbetween turns ;)

I'm not sure. Maybe MAF issues (as it doesn't happen on the SEM). Hopefully it will get figured out eventually.
 
Anyways, I'm extremely glad to be able to play GEM with REAL world and LOADS of civs. :D
Thanks again! :goodjob:

The issue with the old GEM IIRC was a typo in the civic definitions. It had nothing to do with the Guardian, which is given to everyone's first city, regardless of map.
 
Updates
  • Reduced delay after selecting a building or unit to build in a city or removing one from the queue (with one caveat: If a building is removed from the queue, it is not re-added to the buildable buildings if you have the filter that only shows buildable units on and you invalidated the filters in the meantime, switching a filter on/off fixes that).
  • Removed the looking at the city when selecting a city in the domestic advisor for now because it causes some bug in the viewport code that selects the next unit to move right after looking at the city (even without viewports activated).
 
The issue with the old GEM IIRC was a typo in the civic definitions. It had nothing to do with the Guardian, which is given to everyone's first city, regardless of map.

I swear I've had it fixed in the newer versions.

Also, gone camping with people who've never camped before.
I shall make it back! :P (Gone for 3 days, and yes I exaggerrated.)
 
I STILL don't understand why you can't jut fix it up at load time. In teh unit loading just go through its promotions, and if it has one that (now) replaces another one then remove that other one from the unit in question. Doesn't that leave things in the right state when the load completes?

I've been reviewing the coding already established and I believe I blew a whistle on an issue that may not exist. A bit of testing is still necessary to make sure but theoretically, the way its set up may already compensate. Even if its not already going to work just fine, after testing on a savegame I have I will be able to fix it with relative ease either way. I MAY have to do something much exactly as you suggest.

If I asked someone to explain to me how I set this up I'd be lost at go and if I tried to explain it, given how little I understand programming 'terminology' I'm sure I'd flounder to explain it as well, so its best if you just see it. The method should really be self-revealing once I've got it pushed to the SVN. Perhaps it isn't the BEST way to go about it, but it seemed like it from a lot of angles and the main thing is, it works. Additionally, it doesn't seem to cause any delay whatsoever, nor errors in any other regions of the coding.

I've gotta admit though, that my incorrect assumptions about what the promotion prerequisite tags actually meant caused me a minor nightmare until I actually reviewed the XML and the way they're set up. I waste so much time over stupid stuff like this... ugh.
 
Updates
  • Reduced delay after selecting a building or unit to build in a city or removing one from the queue (with one caveat: If a building is removed from the queue, it is not re-added to the buildable buildings if you have the filter that only shows buildable units on and you invalidated the filters in the meantime, switching a filter on/off fixes that).
I have partially reversed that change so the buildings are removed right away but it is slow again. Changes to the processing order of the filters make it at least somewhat fast if the filter to show only constructable buildings/units is on.
 
Spiral
Your solution also removed the speed problems I had before.
Don't remember, maybe it was v23 and WAS solved, but I do remember same-type crashes on faster speeds.
I'm now on Blitz, and it didn't crash after I RELOADED it.
But there IS a problem (or seems to be) - all previous-game auto-saves get deleted.
So, if I play one game, then want to play another - I must save manually, cause auto-saves just disappear.
I don't thing it should be so, right?
 
But there IS a problem (or seems to be) - all previous-game auto-saves get deleted.
So, if I play one game, then want to play another - I must save manually, cause auto-saves just disappear.
I don't thing it should be so, right?

Starting a new game deletes previous autosaves; it's always been that way in all mods as far as I know.
 
Small update (SVN 3195):
  • Ported coinage civic fix from AND where Flinx had fixed it (used to leave some of the effects of coinage running after you switched out of it)
 
Spiral
Your solution also removed the speed problems I had before.
Don't remember, maybe it was v23 and WAS solved, but I do remember same-type crashes on faster speeds.
I'm now on Blitz, and it didn't crash after I RELOADED it.
But there IS a problem (or seems to be) - all previous-game auto-saves get deleted.
So, if I play one game, then want to play another - I must save manually, cause auto-saves just disappear.
I don't thing it should be so, right?

Starting a new game deletes previous autosaves; it's always been that way in all mods as far as I know.

Yes as soon as you start a new game the auto saves from the last game get deleted. Civfan, after you load the auto save you can save your game normally and those saves will work fine. Also you play on blitz? :eek:

@Acularius

Enjoy your camping! I can't remember what civ it is but one civ has prfimitve instead of primitive for the civic. One of the first couple I think.
 
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