Single Player bugs and crashes - After the 24th of February 2014

As mentioned when we got unique small icons for each resource - there is something wrong somewhere in displaying them in the city screen. The small icons work fine in the hover over so it is probably a limit to an array in the Python.

Is this something that needs immediate attention, or its ok, or maybe alberts2 can figure something out??
 
To take down birds which can't be pursued (if playing both combat mod options) it's almost a must to have first strike. Fishy units are tough to catch without either pursuit OR first strike - first strike makes it possible because those attacks are made before the withdrawal can take place and its usually really small creatures that are THAT tough to keep from withdrawing so a single attack that hits may be enough to take it down.

Well, Sea Hunter promotions do give first attacks... and I do inflict a little bit of damage each time... but the animal *always* retreat unless it was already at very low strength. And when it retreats on high sea, you can't do anything but way until it heal a bit and comes back to you...

Equipment will help too... fishing nets will give a boat an automatic strong pursuit bonus against many naval animal types.

Didn't know that... Is it explained somewhere?

Yeah, I realize something is probably a little off from intention on the calculation there. I was wondering if ANY attacks are hitting though so it's a good thing to know they can. I'll just have to figure out what's making the difficulty level go up further than I think it should be. (And I suppose it COULD just be REALLY bad luck too but I really don't think so.)

I really don't think it's just bad luck... At some point I had an outrigger standing in the middle of 4 or 5 various sea animals that attacked it each turn for many turns until I gave up (they did very little damage to my outrigger, and healed a bit before attacking again later on; if they were on coast, they'd just escape when I try to get them). I don't think I ever saw a sea animal that wasn't badly damaged not retreat over dozens and dozens of battles.
 
Well, Sea Hunter promotions do give first attacks... and I do inflict a little bit of damage each time... but the animal *always* retreat unless it was already at very low strength. And when it retreats on high sea, you can't do anything but way until it heal a bit and comes back to you...



Didn't know that... Is it explained somewhere?



I really don't think it's just bad luck... At some point I had an outrigger standing in the middle of 4 or 5 various sea animals that attacked it each turn for many turns until I gave up (they did very little damage to my outrigger, and healed a bit before attacking again later on; if they were on coast, they'd just escape when I try to get them). I don't think I ever saw a sea animal that wasn't badly damaged not retreat over dozens and dozens of battles.
Last part wasn't referring to withdrawal but Ranged Assault rather.

Equipment aren't in play yet... just mentioning the ultimate intent. As I go sometimes imbalances will exist because of intended eventualities so I don't have to go back and re-adjust.

Again... if you're getting frustrated with those naval animals, develop out your pursuit first rather than your strength. That's the point of having pursuit there... to give combat % a run for its money.
 
@Harrier

Sorry for slapping your wrist.. :mischief:
Spices can be traded after Spice Trade tech. Did you research it? In my test, spices appeared on the city screen with Spice Trade.

You are right, I had not researched the Spice Trade tech. I was confused because when I hovered over the worker orchard build, I thought it said I would get spices, must have overlooked the spice trade requirement.

Feel free to slap the other wrist. :lol:
 
As mentioned when we got unique small icons for each resource - there is something wrong somewhere in displaying them in the city screen. The small icons work fine in the hover over so it is probably a limit to an array in the Python.

I don't see some of them displayed anywhere not just the city screen.

Is this something that needs immediate attention, or its ok, or maybe alberts2 can figure something out??


I looked at this before and after i looked at it again i have no idea why this isn't working:confused:. I changed a few things around but nothing changed maybe someone else could figure this out?
 
Repeatable CTD when moving an outrigger.

Attached is the savefile (just move the outrigger on the bottom-right, about 3 tiles away) and the minidump.

The game also crashes when I open the WorldBuilder and move to the same area... I'd guess there's a problem with displaying something?
Hope it's not related to the Alternate Terrains modmod... Well it's not since even without it the game still crashes...
 
I think i found a solution for the beast masters being available with different stables.
 
I think i found a solution for the beast masters being available with different stables.

Ultimately, this is your method right?:
Code:
			<PrereqOrBuildingClasses>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_STABLE</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_KNIGHT_STABLE</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
				<PrereqOrBuildingClass>
					<BuildingClassType>BUILDINGCLASS_MODERN_STABLE</BuildingClassType>
					<bPrereqBuildingClass>1</bPrereqBuildingClass>
				</PrereqOrBuildingClass>
			</PrereqOrBuildingClasses>
I believe you are correct. This is what we've been trying to say would need to be done. Units with a Stable reliance would need the same treatment if the tags currently allow it.

So this file takes what we currently have and updates it with just these updates?
 
Repeatable CTD when moving an outrigger.

Attached is the savefile (just move the outrigger on the bottom-right, about 3 tiles away) and the minidump.

Yeah, all I can confirm about this is that it probably IS an art issue. Crashes in the exe.
 
Note: I've figured out why units weren't hitting when making ranged bombard attacks... the combat class accuracy values weren't being factored in at all. At this point it may be toooo easy to hit but we'll see after the next update here. I don't think it'll be too bad. When I readjusted the accuracy rates I did so in consideration of an assumption that the system was working as intended in the first place. It also leaves me some wiggle room to eventually add some plot modifiers to the odds of the accuracy check.

Anyhow, should be much MUCH easier to hit. The actual tallied accuracy on a unit would've been all over the place without the Unit Combat modifiers that form the base values for those units being correctly added.
 
I looked at this before and after i looked at it again i have no idea why this isn't working:confused:. I changed a few things around but nothing changed maybe someone else could figure this out?


At the moment the last working FontButtonIndex for BonusArtInfos is 204 everything higher is not displayed. I can't find anything causing this limit:confused:.

Is a error in the GameFont files possible? did anyone check them?
 
At the moment the last working FontButtonIndex for BonusArtInfos is 204 everything higher is not displayed. I can't find anything causing this limit:confused:.

Is a error in the GameFont files possible? did anyone check them?

They were adedd with Asaf's Game Font Editor. Usually if one image is out by even a single pixel nothing works or you get a CTD. I have no idea how to check the file itself other than using the above program.
 
The name of the nif doesn't mean much for example almost all the new resources have a nif file called wheat.nif because the artists start with the wheat one and modify it. They then forget to change the name(s) of the other files.

Yes we do have a guide unit which is used but is that art def used for it. Perhaps this is another audit Rwn could do and find all ART_DEF_ which are not used anywhere.
 
The name of the nif doesn't mean much for example almost all the new resources have a nif file called wheat.nif because the artists start with the wheat one and modify it. They then forget to change the name(s) of the other files.

Yes we do have a guide unit which is used but is that art def used for it. Perhaps this is another audit Rwn could do and find all ART_DEF_ which are not used anywhere.

I thought we got rid of the OLD guild stuff and Hydro changed it all around?? AN d no longer use GUILD units??
 
Did someone change the % of the Great Farmer or something?? Placing a deer should not take over 100ish turns?? And i know i went over 50 more already because i didnt pay attention to this, so 150 turns, come on now??
 
The AI logging is turned on in the BUG options screens.
sorry, I don't find any related to log there. (I remember, in old ROM it was somewhere in options, but here in C2C I can't find it in options.

edit:

I already told it here times ago: when I install C2C v34 the game does not load, but gives this error, means it cannot access Graficram because too high settings.

005.jpg


However, I have updated the exe and it does work fine with highest grafic settings using C2C v33 using much more than 2GB ram

If I take v34 and change all settings to its lowest level, I get a CTR (I upload here the MiniDump_7077.7z)

My system:
Win7/64 Prof, 16 GB RAM, NVIDIA GForce GTX780M, 4GB vRAM DDR5

Because this, I see no way to run v34
:eek:
 
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