Post Feb 1st 2013 - bugs - Single Player

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Nope, it was a bug in the original compatibility format code, which left an uninitialized variable for the number of vote options for a vote instance. Often the uninitialized value would be zero, which had no serious consequence, but if it's a very large number (half a million in Snorfu's case) it would try to read that many entries frm the save. They a not n the (first) save so they wind up uninitialized but still extant. When that is then saved they a crystalized into still-garbage, but now real instances, which stay in the save forevermore.

It was all down to writ an unsigned int, but trying to read a signed one, which the max compat code won't match up (treats as a different tag type and assumes it is a version mismatch which should be ignored)
Wow... that MAY be the bug that was screwing me up on my own file set!!! I had narrowed things down to the crash taking place around there but had not yet found the exact point where there was a problem. I'll have to update and see if that resolved things for my savegame.
 
In regard to the problem Hydro is reporting about the civics screen. I get the problem if I look at the pedia before loading a game and get a python error pointing to line 854 which is used for everything. If I go into the pedia after loading a game everything is fine.

Could it be something to do with the new options coding? Are there any in the civics? Perhaps there is two civics at that point with just the details different?

OMG! I am not going crazy.

DH do you play with viewports on? I do. I wondered if that might be why.

EDIT: Looks like having viewports off doesn't make a difference. Oh well. :(
 
In regard to the city switching, how do I put it into the mode you are using?
That is probably in Bug Mod Options - Caveman2Cosmos - No Production Popup which I have ticked.

In regard to the airlift, are you using the second version I pushed (the two fixes we in different versions, the first of which only had the save format fix)?
I hadn´t updated to this SVN version then. I tried with the current SVN and it works now perfectly (airlift inside a viewport).

BTW: After the savegame fix C2C really runs like a charm again, it really is fun again to play, even in future eras. Thanks again, Koshling, for all the performance improvements you have made over the time!
 
After declaring peace my Crusaders didn't get evicted from the lands of my former enemy. I guess this is WAD?
 
After declaring peace my Crusaders didn't get evicted from the lands of my former enemy. I guess this is WAD?

No, sounds like a bug unless you have an open border agreement or crusaders have a can-explore-foreign-lands tag, neither of which sound likely. Please post a save of the turn in which peace is declared and they should be evicted.
 
No, sounds like a bug unless you have an open border agreement or crusaders have a can-explore-foreign-lands tag, neither of which sound likely. Please post a save of the turn in which peace is declared and they should be evicted.

Actually thats not correct, Crusaders have a <bRivalTerritory>1</bRivalTerritory> which means they can be there whether peace or war. I believe because some were mercenaries in later medieval era.
But is he sure they were Crusaders, because they can only be there if you have the Kings Crusader Wonder with Christianity.
 
No, sounds like a bug unless you have an open border agreement or crusaders have a can-explore-foreign-lands tag, neither of which sound likely. Please post a save of the turn in which peace is declared and they should be evicted.

Actually thats not correct, Crusaders have a <bRivalTerritory>1</bRivalTerritory> which means they can be there whether peace or war. I believe because some were mercenaries in later medieval era.
But is he sure they were Crusaders, because they can only be there if you have the Kings Crusader Wonder with Christianity.

Yes, they are Crusaders from the Wonder.
 
Actually thats not correct, Crusaders have a <bRivalTerritory>1</bRivalTerritory> which means they can be there whether peace or war. I believe because some were mercenaries in later medieval era.
But is he sure they were Crusaders, because they can only be there if you have the Kings Crusader Wonder with Christianity.

Yeh, that's what I meant by being able to explore rival territory. Anyway, mystery solved.
 
University has -120 :gold: maintenance
 
I can probably provide saves for all of these. If so I'll add them to this post. But here are some screenshots of what I think are bugs. Some of them may not need saves to explain so I'll post them first. I'll post saves if I can find them when I get home.

First the Stone Quarry is 500 hammers when other similar building available at about the same time and which have about the same bonuses are all around 50 hammers. To me this seems like an extra zero got thrown in, but it could be supposed to be like that.

I've been having games with invisible forests. Unless I hover over what looks to be an open tile, I don't know if there is a forest there or not. Not sure if it is a graphic setting thing or what, but most forests are showing up fine. I'll look and see if it is a particular type of tile that they are appearing invisible on.

The other is a game I started but abandoned because from very early on, I had a +2 :( penalty that said "Large Cities are Oppressive!", but my city was 1 pop and could not possibly be any smaller just a few turns into the game. EDIT: Just thought, this might be a trait thing. I'll check it.
 

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First the Stone Quarry is 500 hammers when other similar building available at about the same time and which have about the same bonuses are all around 50 hammers. To me this seems like an extra zero got thrown in, but it could be supposed to be like that.

I checked the Stone Quarry compared to the other quarries and mines and they all cost a base of 100. It may be that since the Stone Quarry comes first, its so noticble, but they are all infarct the same cost.

Note there are other minor building like the Chalk Pit which is way cheaper (10 hammers). So that may be skewing how much you think they should be worth. But since the Stone Quarry lasts all game 100 hammers will seem like nothing later on.
 
I kind of liked the brighter green trees myself. Not so dark as some of the other forest types.

So the invisible trees are still in the mod?

JosEPh
 
This is happening when forest grows over a clear plot. It used to get those "plastic" looking trees that people were complaining about. I think the plot is not being redrawn correctly when the forest grows.

I kind of liked the brighter green trees myself. Not so dark as some of the other forest types.

So the invisible trees are still in the mod?

JosEPh

Yeah i am getting those also, and this time at least the "rubber" ones have normal trunks, but CANT be cut down.:mad:
 
Yeah i am getting those also, and this time at least the "rubber" ones have normal trunks, but CANT be cut down.:mad:

Not true - unless you are talking about "New Forest". Which grows into "Forest". I may not have added a cut down option on that one. You wont get any :hammers: though. the trees are not mature enough. ;)
 
Not true - unless you are talking about "New Forest". Which grows into "Forest". I may not have added a cut down option on that one. You wont get any :hammers: though. the trees are not mature enough. ;)

OH ok,didn't know they were "new forest". But they do look like rubber trees
 
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