Thunderbrd
C2C War Dog
Ok, a quick look in the code and I spotted it. I'm trying to get that recompiled now.
The latest SVN. Repeatable CTD.
Resmgr.log says: "RESMGR: Failed loading file Art/Units/City_Guard/Musketman.kfm. Error message: A file I/O error occurred.".
Logs and minidump enclosed.
their is a bug in the world builder where trying to place down sea grass causes graphics glitches in the save for all the sprites that have a flat plane with a texture, like grain coral and tall grass. apparently its been around for awhile but never reported.
<TEXT>
<Tag>TXT_KEY_BUILDING_GOAT_HERD</Tag>
<English>Herd - Goat</English>
<French>
<Text>Troupeau - Chèvres</Text>
<Gender>Male</Gender>
<Plural>0</Plural>
</French>
<German>Herd - Goat</German>
<Italian>
<Text>Branco - Capre</Text>
<Gender>Male</Gender>
<Plural>0</Plural>
</Italian>
<Spanish>Herd - Goat</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_BUILDING_GOAT_HERD</Tag>
<English>Herd - Sheep</English>
<French/>
<German/>
<Italian/>
<Spanish/>
</TEXT>
Apologies if this has been reported already.
I'm playing a new game with v. 34, and it was working great until I researched Fire Brigades--when that completed, all of my forges went offline. I kept going, but wasn't able to build the later forge upgrades or any of the metalwares that require a forge.
Later, when I researched Archeology, I lost Knight's Stables, Cannon Turret, Castle Drawbridge, Chain Bridge, City Gate, Cannon Forge, Gunsmith, and Guillotine in all cities that had them.
Let me know if you want me to upload a save file.
Before I take a look into this, please check to make sure those units that seem to be unable to merge or split are both uninjured and ungrouped in any way. These are two requirements that throw off the player sometimes. I'll eventually look into a better way to enforce a fix on some issues when multiple units are selected and a merge or split is initiated but for now it's what I've had to do to fix a problem with that.In this game on rev. 7372 I noticed that I could not split or merge units. I don't know when the feature disappeared or if it had been missing all along. Size matters option is of course chosen for this game.
Attached MP save.
View attachment 375092
The easy way for now is not to automate workers. I would like to eventually take out any improvements from the infrastructure automation at least as I think that might help some players. Beyond that I'm not sure what can be done if the AI is going to treat an automated worker as an AI player's worker.My automated workers are building forts on top of resource plots (that I have several of), putting a dent to my economy. It takes a lot of work to micromanage dozens of workers in a large empire, and automation as it currently stands is not helping, because I have to babysit them in order to cancel all fort buildings or replace the forts with the proper improvement. I enabled the "Automated workers leave old improvements" -option, but that's either bugged or just not working.
Would it be possible to remove forts, watchtowers and other defenses from automated workers' build list?
Well... I gave it one try. Good to see that the need for it is being revealed in new ways now that it's removed to keep it from causing a HUGE game slowdown. Nimek had another approach to the problem that sounded promising but I won't be looking into it again for a bit so if it's something you'd like to try to address without allowing it to cause the same huge slowdown it did for me that'd be cool.Yeah there are alot of these issues, it's is a result of incomplete Prereqs. They should include possible upgrades for all the Prereq buildings maybe not all but at least the next or the next two steps.
My automated workers are building forts on top of resource plots (that I have several of), putting a dent to my economy. It takes a lot of work to micromanage dozens of workers in a large empire, and automation as it currently stands is not helping, because I have to babysit them in order to cancel all fort buildings or replace the forts with the proper improvement. I enabled the "Automated workers leave old improvements" -option, but that's either bugged or just not working.
Would it be possible to remove forts, watchtowers and other defenses from automated workers' build list?
legyptian modern workers shows as red spheres.
Well... I gave it one try. Good to see that the need for it is being revealed in new ways now that it's removed to keep it from causing a HUGE game slowdown. Nimek had another approach to the problem that sounded promising but I won't be looking into it again for a bit so if it's something you'd like to try to address without allowing it to cause the same huge slowdown it did for me that'd be cool.
Apologies if this has been reported already.
I'm playing a new game with v. 34, and it was working great until I researched Fire Brigades--when that completed, all of my forges went offline. I kept going, but wasn't able to build the later forge upgrades or any of the metalwares that require a forge.
Later, when I researched Archeology, I lost Knight's Stables, Cannon Turret, Castle Drawbridge, Chain Bridge, City Gate, Cannon Forge, Gunsmith, and Guillotine in all cities that had them.
Let me know if you want me to upload a save file.
<BonusType>BONUS_CHARCOAL</BonusType>
<BonusType>BONUS_COAL</BonusType>
<BonusType>BONUS_INGOT_COPPER</BonusType>
<BonusType>BONUS_INGOT_TIN</BonusType>
<BonusType>BONUS_INGOT_IRON</BonusType>
<BonusType>BONUS_INGOT_LEAD</BonusType>
<BonusType>BONUS_INGOT_SILVER</BonusType>
<BonusType>BONUS_INGOT_GOLD</BonusType>
<BonusType>BONUS_INGOT_PLATINUM</BonusType>
<BonusType>BONUS_INGOT_BRASS</BonusType>
<BonusType>BONUS_INGOT_ELECTRUM</BonusType>
<BonusType>BONUS_INGOT_TITANIUM</BonusType>
<BonusType>BONUS_STEEL</BonusType>
<BonusType>BONUS_ALUMINUM</BonusType>