Common Errors and/or Crashes Section

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In my last few games I noticed that units sent on Automated Hunt often prefer to stay inside cultural borders and more or less act like units sent on Automated Border Patrol. What are the limitations of Automated Hunt ?
 
In my last few games I noticed that units sent on Automated Hunt often prefer to stay inside cultural borders and more or less act like units sent on Automated Border Patrol. What are the limitations of Automated Hunt ?

I'm actually tweaking that now, but in essence if it cant see any units to attack nearby it will tend to move towards your borders on the assumption that if it starts inside there are more likely to be huntable units outside, adn if it's outside then searching near the border is likely to be better than searching where it is now and isn't finding anything.
 
I would think that if you use the tile control and give that tile away to someone else, then back to you again, it might go away. Give it to the civ that was blockading you and then back to you. You cannot blockade inside your own cultural borders, so that trade blockade should go away when you assign possesion of the tile to them, then take it back.
 
Latest SVN, I a not getting any animals that spawn from bonuses only.

Edit Up to turn 300 I got none, by turn 350 I had lots. That is the roll of the die I guess. ;)
 
I cant figure out if the gold is correct or not that i am getting, the pic is different that the attached but should be the same principal, it say its taking alot of gold away (yellow) but only taking like 2-300??

What the heck has happened to all the good :gold: buildings tons of -:gold: now, like in the pic for tower? -6 WHAT:eek:

I am in the Renaissance era now and the Hunter doesnt upgrade to anything?

Rebels get reinforcements four turns in a row:eek:

National Library get -5 +5 makes no sense? I thought libraries were non-profit?
 
Guys, good to see Caveman 2 Cosmos already has a thread, kudos to the team that made this awesome mod possible.

I would like to call your attention on a certain bug where all civ's promptly self destruct at the beginning of the game. They don't even settle their cities just commit suicide on the spot the next turn.

Any fixes?
 
Guys, good to see Caveman 2 Cosmos already has a thread, kudos to the team that made this awesome mod possible.

I would like to call your attention on a certain bug where all civ's promptly self destruct at the beginning of the game. They don't even settle their cities just commit suicide on the spot the next turn.

Any fixes?
Which version?
Do you get to play the first turn and it only happens when you end the turn?
 
Version 19.

I get to play the first turn the next turn, if I quit and check the timeline they all killed themselves that turn.

I play with barb civs and barb world. Only reason I noticed was the "What's-his-face wrote his work on the most coolest's Civ in the world." messeges, my civ was the only one there.

I ran into two barb cities that settled into Zulu and Mongolia and the rest that I met where way down in score so obviously settled barb civs too.

I've been playing around with it for a while and difficulty doesn't seem to matter, nor the size of the map.
 
Version 19.

I get to play the first turn the next turn, if I quit and check the timeline they all killed themselves that turn.

I play with barb civs and barb world. Only reason I noticed was the "What's-his-face wrote his work on the most coolest's Civ in the world." messeges, my civ was the only one there.

I ran into two barb cities that settled into Zulu and Mongolia and the rest that I met where way down in score so obviously settled barb civs too.

I've been playing around with it for a while and difficulty doesn't seem to matter, nor the size of the map.
With Version 19 I assume you mean the SVN version (V19 prerelease)?
If that happens every time, can you check out with world builder if they are actually there the first turn and gone the second?
 
Apologies. It is version 18.

And I just tried that and indeed they are gone the next turn.

I am trying different map scripts and it might be tied to the perfect mongoose map script.

Edit: It does the same thing on every map script. In one occasion it didn't happen so it is not 100% of the time.
 
Apologies. It is version 18.

And I just tried that and indeed they are gone the next turn.

I am trying different map scripts and it might be tied to the perfect mongoose map script.

Edit: It does the same thing on every map script. In one occasion it didn't happen so it is not 100% of the time.
Weird.
Try to start one Play Now game to make sure all invisible options are reset to their default value.
Then test if the same behavior still happens.
If it still happens, save right before you press end turn and post the savegame.
 
I cant figure out if the gold is correct or not that i am getting, the pic is different that the attached but should be the same principal, it say its taking alot of gold away (yellow) but only taking like 2-300??

What the heck has happened to all the good :gold: buildings tons of -:gold: now, like in the pic for tower? -6 WHAT:eek:

I am in the Renaissance era now and the Hunter doesnt upgrade to anything?

Rebels get reinforcements four turns in a row:eek:

National Library get -5 +5 makes no sense? I thought libraries were non-profit?

Hydro changed a lot of buildings a few days ago and gave pretty much every science building an equal amount of negative gold. It may have gone too far (not sure - its actually managable for me in my games if I accept I cant run 100% science, which is perfectly reasonable). However, I'm not sure why the building negatives are being amplified in the actuals - I'll look into that (+ve gold modifiers are supposed to not operate on negative gold else you'd have the silly situation wheer building a bank makes everything else cost more for example). I wouldn't count on it being wrong, but it does need explaining so I'll try to look into it and do so.

Edit - it's actually just the hover text that's wrong. The tweak I made about a month ago inverts commerce modifiers acting on net negative commerce. So suppose you have +20% to gold (from stuff like banks), and a net positive base commerce in the city of 100 gold. That means you'll actually get 120 gold per turn. Now supopose you have another city whose net base commerce is -100 (i.e. - it has more costs than profits). The tweak made about a month ago means that the actual cost will be -82 gold (-100 DIVIDED by the modifier of 1.2).

Now, these modifiers act on the NET base commerce. So now supopose you look at a building that has -5 gold on it. In the first case the net base will STILL be positive after you add in the building so the CHANGE is STILL the modifier times the building's negative contribution (so -6 in this case). In the second case the net commerce will still be negative so the net CHANGE due to adding that building will only be -4.1 gold (since the modifier is acting inversely on net costs). In both cases however the building hover text shows the first number (which is actually usually correct since most of the time your cities will be in surplass).

So, my conclusion is that, while it looks a little counter-intuitive, the numbers displayed are correct in the case SO posted about. They can be wrong in some other cases though (but it's only the hover help that is incorrect). Thus it REALLY is true that having banks and so on will make the building seem to be more negative, but that's because the bank's modifier acts on the net total commerce after the negative contribution from the new building is considered, which is still positive. In short:

1) Negative gold buildings in cities with high gold commerce modifiers really are worse than negative commerce buildings elsewhere; but
2) (positive) commerce rate modifiers NEVER act against you, it's just that their effectiveness is reduced if you have negative gold buildings in with them.

The interesting strategic take-home point from this is that you're best off clustering your negative gold buildings into a small number of cities, and having them act as cost centers (with overall net negative commerce there if necessary), as this arrangement will provide greater income empire wide than would spreading out the negative gold buildings. So a good example (which I never would have realised without doing this analysis!) is that you should NOT build science buildings (now that Hydro has added negative gold to them) in your financial center(s). Specialized cities DO still have a major role to play in C2C!!

I will fix the hover text issue as it applies to buildings in cities with net negative commerce (though that's a much rarer case and not evident in SO's game)
 
I have tried quick games and custom games.

90 % of the customs games present the suicidal civ bug.

All play now games work perfectly so I believe it is a certain option. I have:

City Flipping after Conquest
Raging Barbarians
Random Personalities
Require Complete Kills
Barbarian World
Start as minor civs
Usable Mountains
Surround and Destroy
Advanced Diplomacy
Barbarian Generals
Assimilation
Ruthless AI
Culturally Linked Starts
Advanced Economy
Realistic Culture Spread
Larger Cities
Realistic Corporations
Religion Decay
United Nations
Advanced Espionage
Guilds
Modern Corporations
Advanced Nukes
Divine Prophets

Its a big list for trial and error. I will do it but if anyone has a better solution. I'm open.
 

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I am in the Renaissance era now and the Hunter doesnt upgrade to anything?

National Library get -5 +5 makes no sense? I thought libraries were non-profit?

The Hunter and its upgrade the Ranger are national units. If you have hunters and build 5 Rangers your hunters wont be able upgrade. Same goes for sharpshooters and any other national unit line.

Indeed the National Library Service should have no maintenance cost since it is giving you a free library in all cities and they have a maintenance cost. IE they are only built for free. Same goes for any other of the free building wonders. "Economies of scale."
 
Hydro changed a lot of buildings a few days ago and gave pretty much every science building an equal amount of negative gold. It may have gone too far (not sure - its actually managable for me in my games if I accept I cant run 100% science, which is perfectly reasonable). However, I'm not sure why the building negatives are being amplified in the actuals - I'll look into that (+ve gold modifiers are supposed to not operate on negative gold else you'd have the silly situation wheer building a bank makes everything else cost more for example). I wouldn't count on it being wrong, but it does need explaining so I'll try to look into it and do so.

Maybe it's because of inflation? I am not sure how inflation works in the game actually.
 
On closer look regarding the "suicidal civ's" posted here I noticed the first turn AI's only have a clubman, no settler.

I've re installed Civ IV and C2C and problem still persists. :<
 
Koshling: everyone?

Before i mentioned to you about the rebel reinforcements and rebels taking over a city:

I was just thinking if the rebel force take over the city "completely" which to me makes no sense, then that defeats the purpose of have a castle/moat/keep/palisade/Ballista etc, cause they take over the city and alot of the time just raze it:mad: Then all the time you spent into building it are gone, same as the must have the city down to 25% before taking over the city to fight options?? Just seems weird to me, anyone have any thoughts on this?

With Rev on i had three Medieval militia , three adventurers and two heavy swords men in alot of the cities and poof gone, pushed outside the city:mad::mad:
 
Rev 1247

Somehow I managed when changing from Slavery to Coinage that I'm still able to sacrifice population to build units/buildings. I checked my other civics and I didn't see any mention of sacrificing population. I switched back to Barter, than Slavery and then Coinage again and sacrifice pop is still there :confused:
 
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