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

2/ Starting experience
This is a known issue on my fixit list. It's a bit of a pain trying to pin down and it's very low priority because I would advise playing with it off anyhow. Reason being that after not far into the game you start getting so many xp award sources that you start being unable to see the unit informations themselves and I'm out of room for more hotkey pages. I know it's good for auditing and after a point I will go to audit that but I'm pretty confident that the awards are being accurately assigned at least. I may however find this is somehow untrue in some places when I go to do an audit so that makes it worthwhile to perform at some point soon.

4/ Possible incorrect hammer calculation
I don't THINK this is terribly incorrect as it's only expressing a modifier to 'when building units' and to the BASE only amount. Modifiers all total then apply so +50% doesn't mean 50% more than what you're currently getting - it means 50% more from the base value total. It MIGHT be off somehow, perhaps not including a base adjustment value source somewhere and IS worthy of an audit. And it takes a little getting used to the fact that it will show this value without clarifying that it means 'when building units' clearly. The 'finalvalues' display on buildings is a complex and haunted section of display where we are still battling existing bugs from pre-C2C era setups and sometimes our own modifications are further throwing them off. There's been some major improvements made there but if there's still some issues lurking it's certainly no surprise. It's simply no fun at all to work on this section! Makes the skin crawl with it's complexity. I'd almost rather we didn't have this display at all and went back to Vanilla display methodology.

5/ Missionary fails then succeeds

Sometimes, when spreading a religion, I get the message that the missionnary failed, then immediately after that it succeeded, and the religion is indeed spread. This may be due to the Famen temple that I built? (still the first message shouldn't be there)
If you're 100% sure you didn't send a second one in (auto set spreading missionaries will often both arrive then as soon as one fails, the other will give it a go and sometimes succeed thereafter) then I'd say DH has the correct answer to this. I imagine the python is doing what it knows how to to retroactively enforce that the religion is spread after the unit is finished with its attempt rather than giving all missionary units of the proper religion a +100% modifier to it's spread check. Python needs to go about things like this sometimes so if it's a big enough problem it could be easily addressed in the dll code base to operate slightly differently while having the same basic effect but maintaining a proper 'order of events' so you don't get these confusing messages.


6/ Oscillating gold
Known issue which I have yet to fully pin down. DH himself reported it and I gave him the answer I gave you but witnessing it in my games I've grown suspicious. I don't think it's an incorrect calculation but I do think it may have something to do with 'inflation' levels. At some point soon I hope to add more information to the income advisor screen that will help me track what's actually happening there and elsewhere. I believe the modifier MUST be coming from a national level source and whatever is making it vary is currently a mystery but again my most highly suspected culprit would be inflation. I seem to recall Koshling explaining an adjusted inflation model that sounded like it might have something of this kind of effect.




Well... that's all I'll comment on as those may be in or near my realm to address.
 
v.34 vanilla.
-The city specialist that grants a hammer and +1 xp for civilian units also adds a percent chance keep getting 18-20% with 2 of them) for that city to produce GP scientist... and generates not points towards doing this. Its also only seeable from the effect on the GP line when that city is the next to spawn a GP. This is annoyingly undocumented from what I can tell.

-I can't believe the Fort Building religion is back.. it took 5 revs to get it removed last time... had something to do with priority of the forts being so much higher than everything else for some reason. Its been a while... and its important because the AI Civs are all automated.

-I keep getting this one barb city that spawns without and troops in it. Its always in the same place (2 specific coastal squares.) I don't mind the free Captive Civilians... its just odd.

-While I've already seen the solution to the (ART_DEF_UNIT_NATIVE_WARLORD_ME DIEVAL) issue... I'd kind of like to see why its looking up a medieval warlord as I research gardening in the first place?

-At some point people may want to look at the code for the 'top 8 Civs in field X' pop up. It always lags. If its not one of those hard coded things.
 
-I can't believe the Fort Building religion is back.. it took 5 revs to get it removed last time... had something to do with priority of the forts being so much higher than everything else for some reason. Its been a while... and its important because the AI Civs are all automated.

There was a major change to forts in v34 when we introduced the super fort mod. We think it is the fact that they now give culture to the plot, ie directly contribute to plot ownership. Thunderbrd has adjusted the AI for the next release.
 
Every time i try to load my recent game after revision 7280 i keep getting (ArtInfo:" was not found) and then (ArtInfo:'ERROR" was not found)?
 
Please clarify:
i have athlon 3600 2ghz (2 cores)
after game start it silently use CPU (2 cores at 45-65% max) doing InitCVPythonExtensions (1 000 000 circles at average), if i change cpu affinity to one of cores only, then it use full core power...strange.
In that state it take 14.5 minutes. Then it begin to load graphic files - 3 minutes as my HDD in bade shape.

14.5 minutes much larger then 10 and it is every load.

what i doing wrong or is it bug?
i exported svn and placed mod to Caveman2Cosmos folder.

P.S. mod give xml error about Deer Archer and Deer Rider from time to time saying "info class inst correct"
 
Another nuclear weapon effects error on built improvements at 0x1E4F5E90.

You really should lighten the pace of adding new and concentrate to the pile of current bugs and issues and when adding something new, please make it finished first.
 
Every time i try to load my recent game after revision 7280 i keep getting (ArtInfo:" was not found) and then (ArtInfo:'ERROR" was not found)?

That is because of this: http://forums.civfanatics.com/showpost.php?p=13137626&postcount=8034
One or more of these civs are listed here, as i aforementioned, you needed to save some civs if you wanted to continue compatibility.

Please clarify:
i have athlon 3600 2ghz (2 cores)

No offense, but your PC is waaaay to low on specs. And do you have the 3GB switch invoked??

[offtopic]For reference to everyone DO NOT buy a NEW PC until after May 2015, Windows 8 is JUNK.
 
For reference to everyone DO NOT buy a NEW PC until after May 2015, Windows 8 is JUNK.

Try to get Windows 7 for a new PC. Otherwise after installing Classic Shell in Windows 8(.1) and booting directly to desktop it's not too bad but I still do not like it. Normal users who only occasionally have to deal with the trainwreck that is the new UI (aka Metro) have only very few problems in my experience.
 
Try to get Windows 7 for a new PC. Otherwise after installing Classic Shell in Windows 8(.1) and booting directly to desktop it's not too bad but I still do not like it. Normal users who only occasionally have to deal with the trainwreck that is the new UI (aka Metro) have only very few problems in my experience.

[offtopic]Yeah, but i have been reading alot about the NEW Windows 9 that is coming out, and its more like Windows 7, because of the trainwreak as you stated of Win 8.
 
For reference to everyone DO NOT buy a NEW PC until after May 2015, Windows 8 is JUNK.

It's always the right time to buy a new PC if your old one doesn't cut it anymore, what OS it happens come to with (and really, you should avoid prebuilt PCs to begin with - building your own gives you the best bang for your buck) is completely irrelevant. Granted, you wouldn't want to buy just before a new CPU/GPU gen come out, necessarily, but those haswell-e's won't be coming out until Q3 this year so now's a good time as any to buy.

Sticking with Win7 until Win9 comes out (and whether it really is what MS claims it to be remains to be seen) is a perfectly fine option. Many of the complaints with Win8 have now been fixed with 8.1, but there's still the occasional problem with older games that for me at least doesn't justify the upgrade from 7 to 8.
 
No offense, but your PC is waaaay to low on specs
Mod do not use all cpu power!
Executable all 14.5 minutes use only 23-25mb, 9.3 minutes it read directory\file structure.
then till 14.5 minutes it dont access graphic nor xml files!!! and dont use hdd at all, and only after that read graphic \xml files till main game window opened.
I bet something can be done paralell while disk structre read!

tried to defrag drive - dont do any good:(
 
Event where a dormant volcano becomes active again repeats the red pop-up text warning at the top center of the screen ad nauseum. Something about tile improvements destroyed and soil has become more fertile. Stops at end of the turn, but kind of irritating that I can't see what my cities built that turn.
 
Event where a dormant volcano becomes active again repeats the red pop-up text warning at the top center of the screen ad nauseum. Something about tile improvements destroyed and soil has become more fertile. Stops at end of the turn, but kind of irritating that I can't see what my cities built that turn.

If that is in v34 then it has been fixed, for dormant and existing volcanoes on the SVN. If you are using the SVN version then I must have missed something. I know I have missed something with the new volcanoes.
 
I don't THINK this is terribly incorrect as it's only expressing a modifier to 'when building units' and to the BASE only amount. Modifiers all total then apply so +50% doesn't mean 50% more than what you're currently getting - it means 50% more from the base value total. It MIGHT be off somehow, perhaps not including a base adjustment value source somewhere and IS worthy of an audit. And it takes a little getting used to the fact that it will show this value without clarifying that it means 'when building units' clearly. The 'finalvalues' display on buildings is a complex and haunted section of display where we are still battling existing bugs from pre-C2C era setups and sometimes our own modifications are further throwing them off. There's been some major improvements made there but if there's still some issues lurking it's certainly no surprise. It's simply no fun at all to work on this section! Makes the skin crawl with it's complexity. I'd almost rather we didn't have this display at all and went back to Vanilla display methodology.

It is a bit off :

wpZg3DE.jpg

On this picture, the base production is 61.
The forge should gives +15% :hammers: = +9 -> correct
The tannery should give +5% :hammers: for wax (I don't have salt) and +15% for unit production = +12 instead of +5
The surveyor's office should give +15% :hammers: = +9 instead of +5
The treadmill crane should give +15% :hammers: = +9 instead of +5

That said, please, keep this indication even if it's sometimes bugged/wrong ! :religion:


If you're 100% sure you didn't send a second one in (auto set spreading missionaries will often both arrive then as soon as one fails, the other will give it a go and sometimes succeed thereafter) then I'd say DH has the correct answer to this.

Yes, I'm 100% sure (and this happened again afterwards), but that's no big deal, just a bit confusing. I totally understand that's not a priority ;)


(oscillating revenues)
Known issue which I have yet to fully pin down. DH himself reported it and I gave him the answer I gave you but witnessing it in my games I've grown suspicious. I don't think it's an incorrect calculation but I do think it may have something to do with 'inflation' levels. At some point soon I hope to add more information to the income advisor screen that will help me track what's actually happening there and elsewhere. I believe the modifier MUST be coming from a national level source and whatever is making it vary is currently a mystery but again my most highly suspected culprit would be inflation. I seem to recall Koshling explaining an adjusted inflation model that sounded like it might have something of this kind of effect.

I've monitored a bit more closely my income/commerce, I suspect it is in fact caused by trade route. Every few turns, it seems the destination cities (including foreign) are reallocated, maybe occasionnally suboptimally.

Here are some screenshots:

Spoiler :

Turn X :
yIU1Cmd.jpg


Turn X+2 :
reN470Y.jpg

(I just completed a lobster trap which may have increased :gold: but can't explain the increase in :science:)

Turn X+3 :
rZllemm.jpg



The base :commerce: went from 117 to 122 then 118 while the trade routes appear to have changed.

Maybe that's the reason? (but then what triggers the reallocation of trade routes?)
 
How do i save it, i need the ashanti civ to continue my game.
Or better yet, where can i download them.

If your using the SVN than everything all the way back to the beginning is saved.

Look at instructions of the SVN on how to do a export for a certain revision .
 
Not sure if this has been reported yet or not;
v34 vanilla (no SVN updates) with slight (minor, really) increases to Diety difficulty.
When taking over an AI city the :hammers: production bonus the AI had stays until recalcing assets. (went from 140 to 77 :hammers:)
I am uncertain of the :science: bonuses but the :gold: seemed to be the same before as after the recalc.
 
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