Knasp
Warlord
- Joined
- Sep 10, 2011
- Messages
- 266
My game seems to be crashing when I end the first turn, on any Speed setting other than Standard. It loads for a few seconds before crashing.Update on GitHub
Code:economic tweaks, to correct a few bugs in transfer: - raise max variation per turn percent (25, was 15) - raise values to calculate max/min cost from base cost (x10, x0.1, was x4, x0.25) - make transport cost a percentage of the current cost, not just a fixed value based on distance
I'm not good at finding errors but Lua.log says:
Code:
GCO_GameScript: ---------------------------------------------------------------------------
GCO_GameScript: - Updating Data on new turn for Barbarians
GCO_PlotScript: - Culture Diffusion timer = 0.036999940872192 seconds
GCO_UnitScript: - WARNING: unit is nil for GetUnitFromKey(65536,6), unit type = UNIT_SETTLER
GCO_UnitScript: - WARNING: unit is nil for GetUnitFromKey(65536,0), unit type = UNIT_SETTLER
GCO_UnitScript: - WARNING: unit is nil for GetUnitFromKey(65536,5), unit type = UNIT_SETTLER
GCO_UnitScript: - WARNING: unit is nil for GetUnitFromKey(65536,2), unit type = UNIT_SETTLER
GCO_UnitScript: - WARNING: unit is nil for GetUnitFromKey(65536,4), unit type = UNIT_SETTLER
GCO_UnitScript: - WARNING: unit is nil for GetUnitFromKey(65536,7), unit type = UNIT_SETTLER
GCO_UnitScript: - WARNING: unit is nil for GetUnitFromKey(65536,1), unit type = UNIT_SETTLER
I'll stick to Standard speed for testing.
UPDATE: Got some thoughts after playing a few short games, testing various features. I'm not expecting to see these things adressed atm, just making a note of it, in case people agree/disagree
Spoiler Current state of mod - thoughts :
- Science is still too quick compared to build times. You hardly have time to build a weapons-related building, when there's so much else you need to construct.
- Equipment capture seems to work fine, including transferring of those captured resources to the city.
- Additional personnel acquired from Goody huts are lost atm, unless you have room in your stock.Or are the personnel converted to regular population when you lack stock?
- The current system of army recruitment is limiting, for example:
You can't finish recruiting a Swordsmen unit because you're lacking like 100 swords. My suggestion is to let the recruitment finish, and that the unit's personnel who are lacking Swords instead get a backup (lower quality weapon), or simply stay in the Reserves. - Copper and resource placement? Right now I think Copper is counted as a bonus resource, and it seems that the map generation doesn't place much Copper. I'm not saying there should be Copper deposits everywhere, but Copper deposits should be easier to find and exploit than say Iron
- Right now gold doesn't have any use. Maybe we can introduce some temporary use for it, until later redesign?
- Maybe conversion of resources into utilities could cost some Gold? (I.e. Copper --> Bronze swords, etc.).
- Maybe all city-buildings should cost gold to maintain, especially military ones
- Maybe increase Unit upkeep?
- Maybe repairing plundered tiles could cost Gold?
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