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

Because with Bronze Working they get replaced with a newer unit and unless you rush for the Ship Building tech that is requirement for Tireme you most likely will have Bronze Working before.
So unless there is some way, I don't know about, to build replaced units I can't build them any more.

In the BUG Options screen never check Hide obsolete buildings/units selections. If you do this Triremes are accessible after Bronze Working. I think another says something about Hiding Replaced buildings/units. I never check that on either.

The only ones I check are Hide Untrainable and Unbuildable (they worded slightly different but when you look at that screen it's easy to tell what I'm trying to say)

Checking the Hide Obsolete has caused many a player problems just like you. So I suggest don't use that Option.

JosEPh
 
In the BUG Options screen never check Hide obsolete buildings/units selections. If you do this Triremes are accessible after Bronze Working. I think another says something about Hiding Replaced buildings/units. I never check that on either.

The only ones I check are Hide Untrainable and Unbuildable (they worded slightly different but when you look at that screen it's easy to tell what I'm trying to say)

Checking the Hide Obsolete has caused many a player problems just like you. So I suggest don't use that Option.

JosEPh

Sadly I don't know where this option for units is as the only thing related to units I have is Hide Untrainable Units. For buildings I have all unchecked and Hide Untrainable Units was the only I had checked but uncheck it don't gives me the obsolete units.
 
Thats the problem, its a CTD when loading, so i cant even access the bug menu.

No offense to you, but YOU are the ONLY one having this problem, so your either not naming the folder correctly (Caveman2Cosmos) or your overriding stuff.
 
@C2CPlayer do you have anything else running at the same time? Are you running in windowed mode or full screen? You cab change the graphics settings like this before you load your save. reduce them to the lowest possible and see if you can then load your save. If you can then change the BUG settings. Save twice to keep the bug settings. Then change the graphics settings back up to a higher setting.
 
@C2CPlayer do you have anything else running at the same time? Are you running in windowed mode or full screen? You cab change the graphics settings like this before you load your save. reduce them to the lowest possible and see if you can then load your save. If you can then change the BUG settings. Save twice to keep the bug settings. Then change the graphics settings back up to a higher setting.
Tried what you said, no go.
 
I see what you mean there is a Overflow it has something to do with the higher Culture because of the enabled No Espionage option.

Thank you for your reply.

Is there a way to fix this?
Disabling "No espionage" didn't help, and it's a very temporary solution anyway, as this city will gain much more culture shortly by building more wonders.
Is there a way to change the variable of single city culture to larger capacity?
 
Thank you for your reply.

Is there a way to fix this?
Disabling "No espionage" didn't help, and it's a very temporary solution anyway, as this city will gain much more culture shortly by building more wonders.
Is there a way to change the variable of single city culture to larger capacity?

I have to take a look at the Code and see if i can find the reason for that overflow. We could change the culture to another datatype but that is a big change. It also uses more Memory and it must also be done for the Game, Plot, Team and Player culture.
 
I have to take a look at the Code and see if i can find the reason for that overflow. We could change the culture to another datatype but that is a big change. It also uses more Memory and it must also be done for the Game, Plot, Team and Player culture.

I think it would make sense for it to be the same datatype as for the whole player - think one city challenge.
 
I have to take a look at the Code and see if i can find the reason for that overflow. We could change the culture to another datatype but that is a big change. It also uses more Memory and it must also be done for the Game, Plot, Team and Player culture.

We already have for Player culture increased the type to long long (and I'm not sure if its unsigned or not giving us twice as much room there) and it does help tremendously. I take it it's the city level itself that's overflowing here? We could do it for just the city level too and it would just be a matter of backing off where culture begins to be tracked at this degree. Also... if it's not something we feel really must be done then we could always cap the city level at max_int. Would make sense if there is that ultimate maximum anyhow I think.
 
We already have for Player culture increased the type to long long (and I'm not sure if its unsigned or not giving us twice as much room there) and it does help tremendously. I take it it's the city level itself that's overflowing here? We could do it for just the city level too and it would just be a matter of backing off where culture begins to be tracked at this degree. Also... if it's not something we feel really must be done then we could always cap the city level at max_int. Would make sense if there is that ultimate maximum anyhow I think.

If single city play is an option, than any limit lower than the players limit would undercut the player limit.
 
Because if you don't you're just setting up the Player level total for being overloaded regardless of it using the least limited possible data type. There's a lot of little mathematical games we can play with these values as they become overloaded but it would be easier if we set reasonable limitations. Another angle would be to take out all these double after 1000 turns settings that are probably killing us where culture overloads are concerned.
 
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