Common Errors and/or Crashes Section

Status
Not open for further replies.
I had that posted back before you left on the trip:

http://forums.civfanatics.com/showpost.php?p=10874598&postcount=201

EDIT:


1. Too many units are being produced at the same time (1 turn)???
2. The barbarian cities are still at POP 1 since the beginning of the game, over 500 turns ago, should have at least gone to POP 2 minimum by now???

Why is it necessarily wrong to produce multiple units per turn? I assume up have the multiple production game option turned on? Regarding the barb city size, it sounds low, but when wrere they founded? Unless you have barbarian world turned on the barbs don't start with cities at all, and they emerge later in the game. If you go into show everything mode (alt Z, I think) and look at their cities does that show a lack of food production or something? (barbs don't use the same ai as ai players for city production choices - they mostly just produce units, so maybe they have no food buildings?)
 
Why is it necessarily wrong to produce multiple units per turn? I assume up have the multiple production game option turned on? Regarding the barb city size, it sounds low, but when wrere they founded? Unless you have barbarian world turned on the barbs don't start with cities at all, and they emerge later in the game. If you go into show everything mode (alt Z, I think) and look at their cities does that show a lack of food production or something? (barbs don't use the same ai as ai players for city production choices - they mostly just produce units, so maybe they have no food buildings?)



OK i forgot about that darn game option for production, DUH!:blush:

Also i do have Barbarian World turned ON, thats why i was wondering about this? HUH food , good question?
 
SVN build 648
repeatable crash at date change from year 995 AD to january, 1000AD.

Also noticed, that the Elephant worker is a pink sqare, so are the presentation of great people. Maybe a fix for the FPK.

As for things to do in the XML:
- maybe this time change and store the special_people tag for explorer and adventurer, they should be able to enter a caravel
- button for tunnel is a path to /Art/afforess...... I guess this is simply forgotten to add at the right place.


Aside from the rant above this mod is still awesome and has been getting better from iteration to iteration, i follow the development since version 9 and you guys still amaze me with the mass of ideas and changes.

Please keep up the good work!!!!
 
Also noticed, that the Elephant worker is a pink sqare, so are the presentation of great people. Maybe a fix for the FPK.

Good, that will help me narrow the problem down a bit. I had it working fine but when I put it into the core files something went wrong and I get the war elephant instead.

The Great people is because we are updating it and it takes time when 300MB are concerned.

As for things to do in the XML:
- maybe this time change and store the special_people tag for explorer and adventurer, they should be able to enter a caravel
- button for tunnel is a path to /Art/afforess...... I guess this is simply forgotten to add at the right place.

I'll add this to my to do list.
 
Ignore me.

Sorry, in the end it was my mistake. I thought that the bamboo and a few other features were resources but they were in fact terrain features.
 
Is anyone else having a problem with this?

Big resource icons aren't showing up on my map when using this toggle (Ctrl-z).

Is it working when you use the toggle resource button above the mini map? If so that narrows it down to us breaking the short cut keys in the latest release.
 
SVN build 648
repeatable crash at date change from year 995 AD to january, 1000AD.

Also noticed, that the Elephant worker is a pink sqare, so are the presentation of great people. Maybe a fix for the FPK.

As for things to do in the XML:
- maybe this time change and store the special_people tag for explorer and adventurer, they should be able to enter a caravel
- button for tunnel is a path to /Art/afforess...... I guess this is simply forgotten to add at the right place.


Aside from the rant above this mod is still awesome and has been getting better from iteration to iteration, i follow the development since version 9 and you guys still amaze me with the mass of ideas and changes.

Please keep up the good work!!!!

It looks like I put stuff into the SVN after StrategyOnly had done the cutoff for the release and they got lost. having a pink button for the Elephant worker will cause a CTD whenever a city tries to build that unit.

I have put the fix for the pink worker buttons and the explorer and adventurer to enter caravel into the SVN.
 
I just put a fix into the SVN for this problem. However since I am not getting the error can you test to see if the fix works. Thanks. If you don't use the SVN I can post the file.

Hasn't happened for me after applying the new SVN version...
 
I noticed that it isn't possible to archer or crossbowman bombard,
although it is suppose to be possible in BUG Mode options.

Is it an error, or it was mentioned to be so?
 
I noticed that it isn't possible to archer or crossbowman bombard,
although it is suppose to be possible in BUG Mode options.

Is it an error, or it was mentioned to be so?

Its supposed to, but the BUG Team itself has messed it up someplace:crazyeye:, hence it will NOT work properly, so you'd have to post in their thread about it, thx. I used to have my own Archery Bombardment, but then everyone complained that they didnt want it, ONLY as an option, so i had to take it out.


EDIT:

@DH:

I am STILL getting the Partisans error even with the last SVN update

I really think we need to keep the events of the Partisan open rather than closed, because with the GIR one he was using it?
 
@ DH
Thanks for updating the worker files. I could continue the game. :)


edit
Building Tunnel: the button is not missing, but the build tunnel option seems to be concerned as obsolete action by the bug-module.
Unticking obsolete worker actions shows the build tunnel button and let me now build the tunnel.
 
Some ideas / suggestions / improvements; I'm playing a MP game (hotseat) and it's the first time I play C2C seriously so forgive me if there are issues that have already been addressed:
- it would be VERY helpful to have units/buildings alphabetically ordered in the city screen; there are a LOT of units/buildings and searching the right thing to build isn't easy at all;
- Scavenging Camp / Camp: the first one consumes the unit (gatherer, worker, whatever), the second one doesn't but to me they look to have the same effect: so why should I build the first one?
- Stone Tool Workshop / Mine: same thing: why should I build the first when the second one is available? Especially since in 1 turn the first one becomes the second one.
- Same thing for Lumberjack / Lumbermill and Special Stone Tool Workshop / Quarry. I suppose that for all of the above the "unit consuming" action should be available for Gatherer only? But somehow it's available for worker and sometimes Fast Worker as well.
- Road / Mud Road: they give the same 1/2 movement... but Road costs 2 gold while mud road is free: why should I build Road then?
- From time to time I've got the message "Illegal Index (-1) used in SoundIsDynamicRes () of FAudioManager"; a couple of times happened when spreading a religion but other things caused it as well (dont' know what caused it).
- Timescale: I'm playing now on Normal Speed (I know, this game is meant to be played on slower speeds); but on Normal Speed you're supposed to have 1047 turns to finish the game which I think is good enough; the problem is that turns aren't balanced between ages: right now I'm playing turn 267/1047 (25%) and I'm already in year July 2047 (having just discovered guilds). Is it possible to solve this?

As I said, sorry if those questions / problems have already been addressed but I wasn't able to find a post about these "problems". Thanks.
 
45°38'N-13°47'E;10897885 said:
Some ideas / suggestions / improvements; I'm playing a MP game (hotseat) and it's the first time I play C2C seriously so forgive me if there are issues that have already been addressed:
- it would be VERY helpful to have units/buildings alphabetically ordered in the city screen; there are a LOT of units/buildings and searching the right thing to build isn't easy at all;

It was alphabetic, it is now by cost. Currently the only way to change the order is to exit the game, switch the python and load the game. I just have not had chance to learn about options properly.

45°38'N-13°47'E;10897885 said:
- Scavenging Camp / Camp: the first one consumes the unit (gatherer, worker, whatever), the second one doesn't but to me they look to have the same effect: so why should I build the first one?
- Stone Tool Workshop / Mine: same thing: why should I build the first when the second one is available? Especially since in 1 turn the first one becomes the second one.
- Same thing for Lumberjack / Lumbermill and Special Stone Tool Workshop / Quarry. I suppose that for all of the above the "unit consuming" action should be available for Gatherer only? But somehow it's available for worker and sometimes Fast Worker as well.

I did not get to move some files into the core area until after the release so this duplication occurs. Workers should only be ably to build the ones that don't consume the unit whereas gatherers should only be able to build the ones that do consume the unit. If you have access to te SVN version that has been put in place.

45°38'N-13°47'E;10897885 said:
- Road / Mud Road: they give the same 1/2 movement... but Road costs 2 gold while mud road is free: why should I build Road then?

Good question? StrategyOnly?

45°38'N-13°47'E;10897885 said:
- From time to time I've got the message "Illegal Index (-1) used in SoundIsDynamicRes () of FAudioManager"; a couple of times happened when spreading a religion but other things caused it as well (dont' know what caused it).

Sometimes it is a problem with the sound file but sometimes it seems to just that the program is trying to do too many different sounds at a time. The Shaman missionary spreading religions is a problem that I need to look at.
 
Mud Path states 1/2 movement when mousing over. That does need to be fixed. In reality it gives +1 movement along it. If a unit has 1 movement point it can go 2 plots, which is the same as on a road. If a unit has 2 movement points it can go 3 plots, versus 4 along a road.

At least that's my experience of the mud path vs. road.
 
It was alphabetic, it is now by cost. Currently the only way to change the order is to exit the game, switch the python and load the game. I just have not had chance to learn about options properly.

DH is out of date on this one. I added an alphabetic option for exactly the reason you decribe. There is a global define that controls it: open assets\xml\A_New_Dawn_GlobalDefines.xml. Near the bottom you'll see:

<Define>
<DefineName>CITY_SORT_BUILDINGS_ALPHA</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>

Change the 0 to a 1. I always play with this on. Sometime (but probably not soon as I have a alot else to do) I want to spend time reworking this part of the city screen to try to make sorts and filters available in the UI.
 
<i> and <t> shortcuts for irrigation and cottage don't work in latest SVN. (yeah, I went SVN...)
Imam from Abandoned Cities still persist.
Capturing cities from AI bugs out realistic culture growth. (Partly because of fighting so have culture point far out from where the city should but also get plots I shouldn't be getting due to that.) Seems to basically revert to normal culture growth.
Bamboo and Savannah count as flatland for Culture Growth. Is there a way to set that like Forest? (Sword grass as flatland I dig.)
Savannah and Bamboo allow for Cottage without removing the Savannah or Bamboo. (Don't know about the other features as yet.
Capturing Tribes gives Workers. Shouldn't that be Gatherers?

Edit: Almost forgot: When capturing a City one can examine it, raze all buildings for money, and abandon it before deciding on whether to keep it or not. Feels buggy but I suppose otherwise one just take it over and then sell all buildings and abandon it so the end result would be the same.

Edit2: Igloo, as it's a special case along with Longhouse, should possibly have the techs for -1:gold: and +1:culture: start a little later?
 
Status
Not open for further replies.
Back
Top Bottom