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

Having the buildings that provide the resource at Industrialism will still cause the problem because the old will obsolete on discovering the tech and the new will only just become available.

In my view any building that upgrades to another should only become obsolete when its upgrade is free in new cities.

I argued about this problem in Realism - Invictus. We came to an agreement.

i.e. A forge is still a forge even if something better is available. In fact a family member of mine still uses a forge to make gates/Railings etc. too repair/replace old buildings, yet keeping the original style.

In RI - we overcame this problem by discontinueing the old building by the tech that gave the new building. i.e. forge/replacement. That meant, you could no longer build a forge in a city that did not have one, but existing forges still worked. Cities with no forge had to build the new replacement.

Then at a later Tech - that gave an even better production building (second pproduction upgrade building in line) - the forge would become obsolete (you would lose it). So as a player you did not lose the hammers etc. produced straightaway. You had time to choose when to upgrade, soon or after the next upgrade.
 
We'd have pretty close to the same if we simply didn't obsolete the buildings but made the improved versions upgrades of the former.

@DH: I was thinking on the matter of free buildings for new cities and:
1) It doesn't address the cities that are already built does it?
2) If we make too many buildings free for newly planted cities then we mute the impact of growth as a drain on the economy - When all cities are profitable as soon as they are founded, there's a huge motivation to grow grow grow as recklessly as possible. There SHOULD be a period when new cities are a drain on the economy shouldn't there?
 
cannot understand why this is happening but first level explorer, Wanderer, can receive the promotions Guerrilla 3 and Mountaineer, and keeps them when upgraded to Scout. But Scout cannot be given these promotions for some reason. Is there some sort of new tag on the Scout that prevents these promotions from being given, but still allows them to stay when upgraded into a Scout?

V34, noSVN
 
Interesting... I wonder why the scout isn't able to get to the point where they can select those promos... There ARE some checks that aren't made in the canKeep routine. Must be something along those lines. I still think it's important to figure out the path they used as wanderer and where they no longer can once upgraded to scout.

Also... I think the problem I was having with Scouts upgrading to Guides is I never qualified for Guides somehow... I'm completely confused as to how I wasn't qualifying for Guides but CAN, now that I've progressed a bit further on the tech tree, qualify for Explorers. What odd prereq do Guides have that I never qualified for???

I wanted to mention here that I spent some time looking into the Great General promotion mechanism and I could not replicate the complaints made here that they weren't able to be promoted until reloading the game. I thought someone had posted a save but I looked and couldn't find it. Ah well... let me know if it comes back!

And as a public note: I've noticed a bug in the display on unit property modifiers. Will be working on that soon.
 
SVN 7197. In Renaisence era.

After updating the assetts, Non Fatal Load Warning: Missing in use Shelter Bronze.
 
As far as I know all units can still spawn under the barbarian spawn mechanism of Civ IV. That mechanism is still in the dll. It has not been moved into any XML. This is probably why barbarians sometimes have subdued animals.
 
SVN 7197. In Renaisence era.

After updating the assetts, Non Fatal Load Warning: Missing in use Shelter Bronze.

Correct. The Bronze Smelter has been removed. The intermediate step of bronze ingots was never used because it costs too much. Bronze Wares are made from tin and copper ingots.
 
2) If we make too many buildings free for newly planted cities then we mute the impact of growth as a drain on the economy - When all cities are profitable as soon as they are founded, there's a huge motivation to grow grow grow as recklessly as possible. There SHOULD be a period when new cities are a drain on the economy shouldn't there?

In my current game, this is almost the case by the very early medieval era. New found cities cost 30 :gold: and give around 25 :gold: But with all those animal buildings I get for free while hunting and the early buildings like Mining Camp (+3:gold:) they reach the profit zone in less then 10 turns.

In Civ 3 it was the best strategy to found more and more cities. In Civ 4 it used to be that grow was limited by cities, not by the buildings inside. But C2C go back to Civ3 again and make city founding a no brainer. In fact, I build my cities as close as 2 tiles away from each other if there is no other way to expand. I know most don't like overlapping city radius, but try it - it is MUCH more effective since you can have almost twice the cities then... Can't we increase city maintenance for distand/number of cities?
 
As far as I know all units can still spawn under the barbarian spawn mechanism of Civ IV. That mechanism is still in the dll. It has not been moved into any XML. This is probably why barbarians sometimes have subdued animals.
AHHHHH... OK! I shall go and take a looksie into that then... this is a problem imo. I would love it if Barbs were given some heroes of their own of course - it's really not anything against some barbs being monolithically powerful on occasion (I kinda like that part of it.) I just can't stand that they tend to eat up the heroes you would've otherwise been able to build before you even get the culture built that unlocks them!

SVN 7197. In Renaisence era.

After updating the assetts, Non Fatal Load Warning: Missing in use Shelter Bronze.
Many have been reporting Non Fatal Load Warnings... they don't SOUND healthy for the game at all do they? But in reality, they're quite harmless... they result from us removing assets. Used to be this would make the save incompatible with the current assets but Koshling's brilliant mind fixed it for us so that it didn't destroy compatibility. In the process he gave us these notifications to let us know that something IN the game has been safely removed (but it might irritate you like it did for my wife when she just this week lost her hero this way!)

In my current game, this is almost the case by the very early medieval era. New found cities cost 30 :gold: and give around 25 :gold: But with all those animal buildings I get for free while hunting and the early buildings like Mining Camp (+3:gold:) they reach the profit zone in less then 10 turns.

In Civ 3 it was the best strategy to found more and more cities. In Civ 4 it used to be that grow was limited by cities, not by the buildings inside. But C2C go back to Civ3 again and make city founding a no brainer. In fact, I build my cities as close as 2 tiles away from each other if there is no other way to expand. I know most don't like overlapping city radius, but try it - it is MUCH more effective since you can have almost twice the cities then... Can't we increase city maintenance for distand/number of cities?
The more we give cities free buildings when founded the more we'll need to increase these maintenances - and it doesn't scale well either. As eras proceed and more and more buildings are made free for new cities, we'd want to more and more increase the base values on maintenance to reflect this but there's no way to make a direct link between the two. We MIGHT have a tag that modifies the city maintenance %s by era and that might work but it's going to be a struggle to keep balanced without there being a calculatory linkage between the two game elements.

So what I'm saying is we need to exercise some restraint with free buildings. A few critical ones cities would start with is fine but if we go overboard we're going to, as you point out, go further and further back into the Civ3 no-brainer side of things.

Already, you're right that we should look into adjusting the base maintenance values, and perhaps best by era. We'd have to do a little research to see what tags we have available for this. There's probably some globals to establish a base and then some modifiers in the gamespeed file and/or eras file and probably some in the difficulties definitions.
 
Greetings.
Incrediable mod so far, really enjoy it.
But since v.34 (downloaded from http://www.moddb.com) I got a game error. See pics.
Look very like as mentioned here, but I couldn't resolve it myself. Hope you can help.
Thanks a lot.




My PC is Intel i5-4670, CeForce GTX 660, 8 Gb RAM, Windows 7 64 bit.
 
There is a problem with Usable Mountains. Normally I should not be able to enter mountains before Mountaineering without a unit that has the Mountaineering promotion Mountaineering even if there is a route there. I don't have Mountaineering but my Wardogs unit is in the mountains and there is not a route there either.
 
Greetings.
Incrediable mod so far, really enjoy it.
But since v.34 (downloaded from http://www.moddb.com) I got a game error. See pics.
Look very like as mentioned here, but I couldn't resolve it myself. Hope you can help.
Thanks a lot.




My PC is Intel i5-4670, CeForce GTX 660, 8 Gb RAM, Windows 7 64 bit.

Welcome to CFC and caveman to Cosmos.

The answer to your problem can be found here. Hope it helps.


Sorry.:blush: I'll investigate further.
 
Recently i get CtD's every three to four turns.
Finally i got a MiniDump bigger than 0 kb.
Current SVN, v 7200.
 
Dancing Hoskuld, thanks for respond.
It seems, I fixed it. The problem was the empty blank in ART_DEF_UNIT_WARLORD_ANCIENT_S IONX. It was in Cherokee, Navajo and Lower_Sioux folders from C2C/Accets/Modules/Custom_Civilizations (file CIV4UnitArtStyleTypeInfos). :)
 
Bug with an event.
SVN 7200

I'm in the Medieval Era, so the idea of receiving 4 'Tanks' would be ludicrous. XD (Albeit awesome)
I clicked on it, and received 4 'Medium Tanks' in my capital.

Cheers,
 

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Small bug regarding the build selection filters: siege weapons workshop, cannon forge, modern stable, animal race track, sikh buildings do not show up under the "military advantage" filter
 
Selecting to build a Spy as Egypt with the new unit graphics causes an immediate ctd. The button looks fine in the city screen but it is pink on the suggested build/examine city pop up before hand. All this suggests something wrong with the button or its definition in the XML.
 
Lugal-Zage-Si may have the wrong production cost. I just built him for only 14 hammers.
 
Values on the Star Fort may be wrong. In my game, the mouseover tells me that if I build it, my city will have -25% defenses, -6 culture, and -7 espionage points. I checked this in several other cities and got negative values in all of them. Build is 7080.
 
For some weird reason , whenever i automate my workers to build roads, all they end up is building forts, no roads.
 
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