Caveman 2 Cosmos

How come much of the polish translation shows like this in my notepad++?
<Polish>Wœciek³oœæ: Si³a/Runda</Polish> EDIT: (it had numbers and s*it in it too but it got changed by the forum to something else when I posted this) EDIT 2: I guess this is how it's supposed to look like.

Dunno why but Civ dont recognize Polisch characters such like &#321;, &#323;, &#347; etc. and they must by transcribied to ASCII code (or what is called). Tested and it works (in most cases).
 
You need to use Unicode for it to work, these "letters" come from ANSI which have different letters for different localizations of system. I know that since I had once to prepare document with both russian and polish and in ANSI coding (but for me it finallly worked). I heard that DLL maintainers already added posibility for XML in unicode to c2c, you just need to change language encoding to UTF or something in XML and use Unicode encoding for diactric symbols.

you can recode in Notepad++ if you know proper option
the line should be
W&#347;ciek&#322;o&#347;&#263;: Si&#322;a/Runda
 
You need to use Unicode for it to work, these "letters" come from ANSI which have different letters for different localizations of system. I know that since I had once to prepare document with both russian and polish and in ANSI coding (but for me it finallly worked). I heard that DLL maintainers already added posibility for XML in unicode to c2c, you just need to change language encoding to UTF or something in XML and use Unicode encoding for diactric symbols.

you can recode in Notepad++ if you know proper option
the line should be
W&#347;ciek&#322;o&#347;&#263;: Si&#322;a/Runda

I know what is Unicode and UTF-8, but I dont want to touch with coding XML files in Civ because I can screw something :/
 
So, interesting thing to note, playing the game, I had a spy undertake a Counterespionage mission, and it failed. With 100% chance to succeed.

Might want to fix the impossible bug there. :)
Last time I checked, 0% to fail means it's impossible to fail. Let alone have your spy be intercepted while performing the mission.

I'm just saying, a bug that violates the laws of probability is probably not one you want to ignore. :) It's all fun and games until suddenly 2+2=5.

I like this mod, but I think maybe we should try not to destroy the universe by creating a paradox in real life. :crazyeye:
 
I'm not sure where any of that is actually calculated but you can register that in the bug thread and I can take a look at some point soon perhaps.
 
So, interesting thing to note, playing the game, I had a spy undertake a Counterespionage mission, and it failed. With 100% chance to succeed.

Did he fail the mission, or get caught while succeeding in it?
 
Did he fail the mission, or get caught while succeeding in it?

He totally did not even succeed in the mission.
I could post it in the bug forum, but I don't have any save or anything, to test it, so I don't know how helpful it is.
I mean, I make saves a ton, but I don't even know how many turns before it was.

And it's impossible to succeed in that mission and then get caught. :)
In all the times I've used spies, they've never failed that mission, and they have never gotten caught afterwards. This is in every mod, and base BTS game I played.
It kind of would be silly to catch the spy who succeeded in a 100% mission. I'm pretty sure the calculations in the game use the success% for pulling off the mission and not being caught both.

That's like the A-Bomb unit being caught by a machine-gunner in a trench, and that actually happened to me. :)
I mean, I'm sure that got fixed, but still how does using a plane's nuclear bombing mission get caught? Was it Laguna from FF8, did the Man with a Machinegun song start playing? :p
 
Weird, I didn't know that could happen. Odd bug.
Regardless, I'm pretty sure I should be able to succeed on a 100% chance check without the spy being stopped.
 
Success in the mission does not mean that they get clear away. They are two different checks. It first checks for the success or not of the mission based on your values and then it checks to see if the spy is captured based on the other nation's values.

The second check happens every turn the spy is in their territory so that the spy can be caught before getting into place or while preparing for the mission. EG during the "gathering intel" phase to maximise your chances.

One thing I have recently discovered is that the "actual" results are only approximations and do not take into account the conditions of the city but of a more generic city so that the actual is cheaper to calculate, probably being done once a turn rather than for each city. Where as the real values are only calculated when whatever happens.
 
Weird, I didn't know that could happen. Odd bug.
Regardless, I'm pretty sure I should be able to succeed on a 100% chance check without the spy being stopped.

It's NOT a bug to succeed in the mission and get caught. You don't seem to be hearing that. Your "should be..." is thus invalid. I'm sure you're aware that things in the outside world don't always function the way our minds do;). This mod is no exception.

So do you actually know whether he succeeded in the mission or not?

If you still think there's a bug, then when you post in the bugs thread, please include a screenie of the espionage screen, indicating which civ you should have counterespionage against but don't.
 
There's no need to insult my intelligence here.
I already explained he was caught while attempting the mission, the 100% chance to succed mission.

Any random nonsense game code that applies a check after the mission is complete doesn't fall into play here.
The mission had a 100% chance to succeed.

How did my spy get caught before he completed the mission at all?
As pointed out as well, I may have several save games, but there's no way in hell I'm going to find the exact one right after the event.

It makes no sense for a mission that has 100% chance of success to fail. PERIOD. That is my point, and that is what I have explained multiple times.

I'm not sure why or how you are missing that, and why you are focused on insulting me in a very odd way. If you're not trying to insult me, I apologize, but it sure seems that way to me. :(

My brain may be different than others, but I am not stupid.

In all the time I played this game, BTS, and all mods, Counterespionage with it's 100% success rate has never failed.
The fact that a spy can be caught after completing that aside, a spy should not, and cannot be stopped from completing a quest with 100% success period.
Due to the fact the statement of 100% means it cannot fail period. How does something that cannot happen happen? That would be like a game somehow Dividing by Zero without causing a crash. :)
Or even you dividing by zero, without it displaying an error message on a calculator. :)

How do I post a bug report of a bug that shouldn't have happened in the first place?

So, no, my use of should is not invalid, and it makes no sense to claim it's invalid. Since I specifically said multiple times, it failed the mission before it could even check if it got caught after succeeding the mission. I.E During the mission.

Seriously, I would like to know how this happened, that a mission with a 100% chance to succeed failed when it is impossible to do so.
I'm not trying to be crazy.
 
There's no need to insult my intelligence here.
I already explained he was caught while attempting the mission, the 100% chance to succed mission.

Any random nonsense game code that applies a check after the mission is complete doesn't fall into play here.
The mission had a 100% chance to succeed.

How did my spy get caught before he completed the mission at all?
As pointed out as well, I may have several save games, but there's no way in hell I'm going to find the exact one right after the event.

It makes no sense for a mission that has 100% chance of success to fail. PERIOD. That is my point, and that is what I have explained multiple times.

I'm not sure why or how you are missing that, and why you are focused on insulting me in a very odd way. If you're not trying to insult me, I apologize, but it sure seems that way to me. :(

My brain may be different than others, but I am not stupid.

In all the time I played this game, BTS, and all mods, Counterespionage with it's 100% success rate has never failed.
The fact that a spy can be caught after completing that aside, a spy should not, and cannot be stopped from completing a quest with 100% success period.
Due to the fact the statement of 100% means it cannot fail period. How does something that cannot happen happen? That would be like a game somehow Dividing by Zero without causing a crash. :)
Or even you dividing by zero, without it displaying an error message on a calculator. :)

How do I post a bug report of a bug that shouldn't have happened in the first place?

So, no, my use of should is not invalid, and it makes no sense to claim it's invalid. Since I specifically said multiple times, it failed the mission before it could even check if it got caught after succeeding the mission. I.E During the mission.

Seriously, I would like to know how this happened, that a mission with a 100% chance to succeed failed when it is impossible to do so.
I'm not trying to be crazy.
I think DH hit the nail on the head earlier to suggest that the displayed odds calculation may only be based on a basis which only considers the general odds vs that civ you're trying to perform the mission against and may not be including the adjustment to the odds granted by local buildings in the city you're trying to perform the mission. Given a little time to work on it that shouldn't be too tough to fix the odds display for.
 
Apologies if someone else has brought these up, or if they've been attended to on the SVN (I'm not a user and am currently using 35.5):

1. War Dogs strength: 5, Tamed Wolves strength: 7. Both have access to the same doggy promos. Why bother building war dogs? (the building still gives +spy though, I guess). Perhaps tamed wolves shouldn't get the special doggy promos, or have their strength reduced? Didn't compare hammer costs.

2. Bards are cheaper in hammers than the stories they can build, so build bard then use it to build story. Or just reduce the cost of stories (or increase cost of bards) so that they're equal to avoid excessive clicking.

3. Tamed animals used to build buildings is a cool way to help out smaller/newer cities; but getting a (relatively) expensive carnival for a cheap animal may be too much. Once I get a Tamer built I never have to build another carnival even for advanced cities.
 
"
I think DH hit the nail on the head earlier to suggest that the displayed odds calculation may only be based on a basis which only considers the general odds vs that civ you're trying to perform the mission against and may not be including the adjustment to the odds granted by local buildings in the city you're trying to perform the mission. Given a little time to work on it that shouldn't be too tough to fix the odds display for. "
Ah. Okay, that would make sense.
 
1. War Dogs strength: 5, Tamed Wolves strength: 7. Both have access to the same doggy promos. Why bother building war dogs? (the building still gives +spy though, I guess). Perhaps tamed wolves shouldn't get the special doggy promos, or have their strength reduced? Didn't compare hammer costs.
Or tamed wolves shouldn't have an upgrade path.
2. Bards are cheaper in hammers than the stories they can build, so build bard then use it to build story. Or just reduce the cost of stories (or increase cost of bards) so that they're equal to avoid excessive clicking.
Noticed that too. However, I think it's kinda interesting because the buildings open up before the bards do (long before) and only a clever player will really see the value in waiting to build them until they can just pump out bards.
 
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