Caveman 2 Cosmos

Yes the crash works every time with the game I was playing. I started the game in v24, converted to v25 and when I got to this point in v25, the crashes started. Went back a few turns, crashed again at this turn. When I heard about the svn version I thought I'd give that a try; I used the version from yesterday. Still the crashes during the AI turn. As we speak I am downloading r3442...

If it still crashes please post the savegame in which pressing end-turn crashes it.
 
If it still crashes please post the savegame in which pressing end-turn crashes it.

Confirm it still crashes with r3442... So here's my save game for you and the whole world. Disclaimer: I like to go for the tech victories so I play pretty defensively. ;) One more note, on my system the crash doesn't happen immediately but maybe after 10 seconds or so...
 

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Confirm it still crashes with r3442... So here's my save game for you and the whole world. Disclaimer: I like to go for the tech victories so I play pretty defensively. ;) One more note, on my system the crash doesn't happen immediately but maybe after 10 seconds or so...

Unfortunately I was unable to repeat your crash. I simply loaded your game and immediately force-ended the turn. Are you using any special BUG options? Also, if the SVN version gives you a minidump, please post it, although I suspect that you have a graphics issue.
 
Unfortunately I was unable to repeat your crash. I simply loaded your game and immediately force-ended the turn. Are you using any special BUG options? Also, if the SVN version gives you a minidump, please post it, although I suspect that you have a graphics issue.

From going over his spec's, i believe it has something to do with his graphics card. The 250 is pretty :old: (no offense). Mainly because C2C IS a graphics hog:yumyum:
 
is there any way of getting the flags back to the same colour as the nation appears on the map and in the scoreboard?

DH has a point. One of the advantages of the old flags is that their team color matched their flags. Which is why the flags did not always look like the real flags of that nation.
 
I'm not sure if this is a bug or not, but I encountered something I didn't understand last night. Thought I'd mention it here before I posted it to the bug thread, to see if it is simply something I'm missing:

I got the Divination Tech and wanted to start buiding the Oracle. I noted in the pedia that it didn't have any prereqs (or maybe it had the size 6+ one and I overlooked it). Anyway I noticed that I could only build it in 3 of my cities. Those 3 cities, sizes: 11, 9 & 7 (a recently captured cultural border isolated but coastally linked enemy capital). However I also have a size 8 city, on the same land mass and with linked cultural borders to my capital that was not allowed to build it (nor, if I remember correctly, any other pop required wonders).

I think I got this one figured out. It appears that city hit its wonder limit and that cultures count towards world wonders. I'm not sure but is wonder limit also dynamic allowing more (up to the final maximum) as the city continues to get larger?

Separate question: How do I build a beacon on a water tile? I don't see a interface button for a work boat.
 
Speaking of CTDs, I can't seem to play more than 3-4 turns without getting one now. I do have a dump file which I'll include.

I am using viewports
 
Separate question: How do I build a beacon on a water tile? I don't see a interface button for a work boat.

Once you have the tech you can build them on reefs and coral only. I had intended them to remove the damage caused by these features but improvements can only remove damage caused by terrain not terrain features.
 
From going over his spec's, i believe it has something to do with his graphics card. The 250 is pretty :old: (no offense). Mainly because C2C IS a graphics hog:yumyum:

None taken. It was already a budget card when I bought it almost 3 years ago. So the million dollar question is: what card do you recommend to best play C2C?
 
None taken. It was already a budget card when I bought it almost 3 years ago. So the million dollar question is: what card do you recommend to best play C2C?

Well actually thats NOT the "million dollar question", the question should be, how much can you afford, and if your PC is that old already, :hmm: then another ?
 
I think I got this one figured out. It appears that city hit its wonder limit and that cultures count towards world wonders. I'm not sure but is wonder limit also dynamic allowing more (up to the final maximum) as the city continues to get larger?
Correct, the wonder limit depends on the culture level your city has.
 
Once you have the tech you can build them on reefs and coral only. I had intended them to remove the damage caused by these features but improvements can only remove damage caused by terrain not terrain features.

Ahh... thank you. I suggest adding a sentence to the Beacon pedia entry mentioning that it can only be built on reefs or coral in the requirements.

Idea: If you can't get the beacon to remove the damage caused by the terrain feature, could you allow them to count the neighboring ocean tiles as coastal?
That way the early boats could simply go around the tile instead of being forced to go through it. The damage avoidance feature doesn't play as big a part (unless maybe you are trying to blockade a port that would require sitting on reef/coral), once you have ocean going vessels.
 
Can someone give me an idea of how long the average module load time (from double clicking the shortcut to the option screen) is for an average new computer. It takes my dinosaur machine 9 minutes... which is acceptable once but not if I start getting CTDs and having to start over.
 
Can someone give me an idea of how long the average module load time (from double clicking the shortcut to the option screen) is for an average new computer. It takes my dinosaur machine 9 minutes... which is acceptable once but not if I start getting CTDs and having to start over.

A newer computer would help significantly, of course (mine loads in under a minute), but you could try editing your Civ4Config (it's in your BtS folder) like this:

; Disable caching of file system (may slow initialization)
DisableFileCaching = 0

; Disable caching of xml and file system (may slow initialization)
DisableCaching = 0


See if it makes any difference. Are you using viewports and still getting CTD's?
 
Can someone give me an idea of how long the average module load time (from double clicking the shortcut to the option screen) is for an average new computer. It takes my dinosaur machine 9 minutes... which is acceptable once but not if I start getting CTDs and having to start over.

My computer is top of the line (literally, it has the 4th best consumer processor on the market), and it takes 2 minutes to load without the cache, and about a minute and a half with the cache.
 
A newer computer would help significantly, of course (mine loads in under a minute), but you could try editing your Civ4Config (it's in your BtS folder) like this:

; Disable caching of file system (may slow initialization)
DisableFileCaching = 0

; Disable caching of xml and file system (may slow initialization)
DisableCaching = 0


See if it makes any difference. Are you using viewports and still getting CTD's?


I'll check/try the those settings. Are you suggesting to change those values to 1? The verbage there seems to indicate disabling the caching would make it take longer. I've never editted those settings so they are at whatever the default is.

However I expect its mostly because the machine is very very old (*see below. I do have a newer machine {about 1.5year old I7 Quad 2.9Ghz, Win7(64bit), 4GB, Geforce 450 (1GB)}, but don't usually get to use it play games as much as the wife and kids take it over more).

As for the CTDs... When I first started C2C (v25) I wasn't using viewports (map: large c2cperfectworld2) and was able to play for 3.5 hours. Then I got a CTD at the end of my 1st turn from my saved game. Switched to viewports and was able to continue playing. I still got occasional CTDs... significantly less so if I rebooted the computer before playing {WinXP with multiple login ids & kid who often plays vanilla BTS/offical mod BTS from alternate user/logon_id}. I'm in mid/late Ancient with one classic tech, have 11 cities and am reasonably to well out ahead of the found AI CIVs. I have a save from which I seem to be able to play 3-4 turns in and then I get a CTD. Once I got it after my (only) rogue killed a worker; and twice at end of turn (I think once at the 3rd turn and once at 4th). I posted a zip of the dump above.

Maybe I should just be happy I can get as far as I can with such an old machine anyway? P4 3Ghz, WinXP, 3GB (with boot switch), Gforce 7600GT (256MB).

I could also try going to an older save and go from there. Like I said a 9 minute wait to get to the main screen and a 3 minute wait to load a save game takes a lot of patience. It's not so bad to get started once... but multiple CTDs is more than a buzz kill.
 
Ahh... thank you. I suggest adding a sentence to the Beacon pedia entry mentioning that it can only be built on reefs or coral in the requirements.

Idea: If you can't get the beacon to remove the damage caused by the terrain feature, could you allow them to count the neighboring ocean tiles as coastal?
That way the early boats could simply go around the tile instead of being forced to go through it. The damage avoidance feature doesn't play as big a part (unless maybe you are trying to blockade a port that would require sitting on reef/coral), once you have ocean going vessels.

If I could affect movement at all with an improvement then I would have the lighthouse and beacon reduce the speed needed to cross the plot since it is only if units end their turn on the reef that they get damaged.
 
I don't know how those things all tie together, but could you 'cheat' and add a road effect to the water tile?
 
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