strategyonly
C2C Supreme Commander
Also, in that same game, let it auto game to this time period and see if you get this amount of
also, i never had over 30,000 before, even at 0??

Latest SVN, I can't load my saves. I get a wrong/incompatible format message.
Apparently Hidden Nationality units may not board units that do not have Hidden Nationality themselves.
I must've just put a 35 civ dll in place of the 50 (it's really tough to do that right every time!)Latest SVN, I can't load my saves. I get a wrong/incompatible format message.
I have been exploiting the ability of Assassins and Highwaymen to load onto normal galleons to a considerable extent, and sometimes rescue Warlords by ship when they lack enough movement to get back to safety. I have never hit this restriction. If it exists, it was introduced recently (I think my SVN is 7333).
When the ship is stacked with allied ships (and not in a city or fort), then the HN will attack the other ships, and consequently not load on the transport. This bug has probably been around forever (reported it some months ago).
I have however hit the converse restriction. I quickly found the transport promo on my Dragon Ship to be a write-off, as it would only carry HNs... This bug (imo it is a bug, but it may not be) could likewise be as old as the transport ability on HN ships.
The other more minor bug I reported before (but which may offer clues to figure current conundrums out) is that when you move a (non-HN naturally) ship which is carrying an HN, into the same tile as an allied ship, that other ship jumps out of the tile. However I haven't seen or tested this recently, so maybe it has been fixed.
A fix to that would take a serious audit of what's taking place and that could take weeks to resolve. I'm really tired of debugging for a while. I'll be playing a game for a bit and developing some things I've wanted to work on for a while but have been held back by issues like these on for far too long already. As I begin to encounter issues like these I'll see what I can do. Much easier to deal with them when you find them yourself because you've got a more clear idea of how it might've led to the problem.2. I have never seen this before, over a 1000and
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pic 2
Yeah, that doesn't sound quite right...4. @ Hydro,, the Police APC doesnt have - crime????pic 4
When you say 60% vs 55% do you mean 60% unallocated (thus towards gold) or 60% research?Huge calculation problem??
If i am at 60% its research slider is + 181000ish
at 55% its - 225000ish
something is seriously wrong there????
From what source is the stuff coming into play at all? There's a weapon that creates this stuff ... assuming you're playing the no nukes option I don't think it would be accessible but I'm not sure because I've never seen the weapon in use in the game before, only in a test.Now to other stuff, the infectionous smog just stays and stays and stays, and then it begin to spread out, and it will not go away, i mean come on now.
Its around the Viking Civ. If we are going to use that kind of Bio stuff, then it needs to be countered somehow, and fast. pic 3 said this in 1741 post also.
Plus this Radioactive Dust, is a bunch of crap also, it took me all to this point ion the game to BUILD all those buildings and then poof 90% are wiped out, thats total BS. Also this keeps coming and coming and coming also, BS.
What kind of enemy was it? Was it a boat? Was it possible that the helicopter wasn't considered to be IN the tunnel but rather flying above the water and thus it could actually engage the ship while the special forces aren't made of Jesus troops and thus able to walk on the top of the water and are thus forced to use the 'UNDER' water tunnel and are thus not able to attack the ship?Also my Special Forces could not attack the enemy in the water area (pic 4) but my Helicopter could, ??? I should be able to attack, its a walk way??
A fix to that would take a serious audit of what's taking place and that could take weeks to resolve. I'm really tired of debugging for a while. I'll be playing a game for a bit and developing some things I've wanted to work on for a while but have been held back by issues like these on for far too long already. As I begin to encounter issues like these I'll see what I can do. Much easier to deal with them when you find them yourself because you've got a more clear idea of how it might've led to the problem.
So what your saying then is C2C NO longer has a debugger person, so no need to put bugs/crashes here any longer??
Yeah, that doesn't sound quite right...
When you say 60% vs 55% do you mean 60% unallocated (thus towards gold) or 60% research?
I don't know if you've got some building or set of building conditions taking place there that's causing this many issues (and specialist reassignments can create very odd swings in calculations) or if perhaps you've hit an integer overload. You MIGHT have. These are issues others have promised to help with and then decided to stop working on the mod. I will have to take a look into it at some point but I'd need to try to figure out when and how it starts going wacko. Maybe a civic or set of civic choices?
I wonder if it's actually legitimate and you have THAT much commerce coming in somehow that a slight shift can make that big a change... (doubt it though)
Will you at least look at my savedgame, and the "slider" for research going up and down on it you WILL SEE, a HUUUUGE discrepancy in this and it isnt buildings that are causing this or civics. EDIT: No offense to you but this is really pissing me off now
From what source is the stuff coming into play at all? There's a weapon that creates this stuff ... assuming you're playing the no nukes option I don't think it would be accessible but I'm not sure because I've never seen the weapon in use in the game before, only in a test.
Nope i have nukes on, which i will never play again, these are just plain STUPID to play with them on
What kind of enemy was it? Was it a boat? Was it possible that the helicopter wasn't considered to be IN the tunnel but rather flying above the water and thus it could actually engage the ship while the special forces aren't made of Jesus troops and thus able to walk on the top of the water and are thus forced to use the 'UNDER' water tunnel and are thus not able to attack the ship?
It was a regular unit on the rail or what ever it is that you can walk on water stuff.
If the 'enemy unit' was another land unit then we may have an issue. Otherwise it was performing exactly as it should've been and a LONG overdue bug has finally been resolved. (The next step to resolving would be to allow them to share the space despite being able to see each other and being at war. Still looking into that...)
No... I suppose I'm just getting tired of such enormous underlying bugs that appear in an era of play I've not been able to yet experience myself. Total buzzkill to be honest. The problems that are coming up there are so deep it makes me wonder if I even CAN fix them. I'm following in the footsteps of code authors that did NOT value simple straightforward coding. I start getting lost in some of these areas and I may just say hell with it I've better things to do with my life - like learn how to write a program from scratch and do something that's got a chance to pay off. At a point it might start feeling like equal effort between the two options.So what your saying then is C2C NO longer has a debugger person, so no need to put bugs/crashes here any longer??
I'm sure it is completely wonky. (And tell me about it.) I figure you've probably hit a point where an integer value in your income level has exceeded our integer limits. There are ways to fix it but it's a nightmarish mess. We've all known since Koshling was still here that we needed to figure out some kind of a solution for this - it's just a serious pain in the ass and it's not an overnight task. Might as well abandon all of MY plans for the next cycle so I can address these 'last minute' issues for the next few months.Will you at least look at my savedgame, and the "slider" for research going up and down on it you WILL SEE, a HUUUUGE discrepancy in this and it isnt buildings that are causing this or civics. EDIT: No offense to you but this is really pissing me off now.
Well... I made the option specifically for you because I know you feel that way.Nope i have nukes on, which i will never play again, these are just plain STUPID to play with them on
Was it a naval unit or a land unit? Tunnels are underwater and there should be no combat between land units and naval units thanks to tunnels. Choppers are different in that they move OVER the water and do not require a tunnel. If you can't remember if it was a naval unit or a land unit then you'll have to catch a similar situation where you can recall.It was a regular unit on the rail or what ever it is that you can walk on water stuff.
Not sure what you're trying to quote me on as far as 'that defensive strategy stuff'. His post made me think there are buildings and wonders I know nothing about that are causing some very overwhelming issues. Units being killed without any reason... I have to wonder what the reason is as much as anyone else. Remember this is and always has been a team effort and I've not always been able to see what others have been doing.and i HATE that bombers cant at least bomb some of the defenses down from the airplanes designed to do so, this is just stupid otherwise IMPO, and the heck with that defense strategy stuff you mentioned about it in that thread, doesnt make sense to me.
Was it a naval unit or a land unit? Tunnels are underwater and there should be no combat between land units and naval units thanks to tunnels. Choppers are different in that they move OVER the water and do not require a tunnel. If you can't remember if it was a naval unit or a land unit then you'll have to catch a similar situation where you can recall.
Land
But if the bombing action can't be used to take down city defenses then that is a big problem which leads me to wonder why whoever programmed the minimum defense for entry tag had never run into it and debugged it before we even picked it up and used it in C2C - still... that one's along the lines of something I can easily repair (I hope). Except that working on games this advanced in takes an hour or more just to get setup to take a look at so even this will take some time.
So... air units CAN bomb the defenses of the city when the minimum defense value still applies? That's good at least.I think your reading into the bombing part.
You take a bomber, any bomber, you drop bombs, it WILL cause damage, somehow.
Not taking into effect the minimum defense, which should NOT be applied here, only to land units should this apply. Now see what everyone is saying / / / / ???
stone throwers lose their attack and auto attack icon when linked with great generals. also they have no ranged bombard? playing with size matters.
ggm
I agree. If you spend all your time on bugs or what others perceive as bugs then you get the feeling you are getting no where. This is where I am at with the Python at the moment. There is a lot of Platyping's code which needs to be updated to the current version for example.
On another topic - the only way I can see for us to move towards the Story Teller line being less one shot usage is to change the Builds in the XML into missions. The only problem with that is that it means duplicating stuff in the dll out into Python and making it invisible to the AI, which is not good! It may be possible to change the Outcome system so that one or more buildings are built and it takes care of the availability and the AI knowing about it.