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

TB take a break. After all it's a hobby not a job. When you come back to coding, ignore bugs that do not crash the game until much later and work on your projects. The more quick firefighting you do the more people will expect it.

Lets say a new version is released every 4 months - leave the non-critical bug fixes till the last month or two.
 
@ DH

Whats the deal with this Radioactive Dust and BioSmog crap. It just does not STOP!!!! Can you please look at the coding of it and see if after so many turns or so it quits please, this is getting ridiculous after 100 turns it just keeps coming and taking out my cities and destroying 90 % of them:mad: i built up to this period, thx. . . . . SO
 
@ TB

OK i got my 1st WfoC hang, and cant proceed any further



Also for some reason now the TXT Option for Dark Ages is missing??(pic 1)

SO, you do realize that the Dark Ages Option is a left over from the AND days and was never active in C2C. In fact it's was a Hidden Inactive Option for AND way back when.

It should not even show up in the Options at all for C2C.

JosEPh
 
SO, you do realize that the Dark Ages Option is a left over from the AND days and was never active in C2C. In fact it's was a Hidden Inactive Option for AND way back when.

It should not even show up in the Options at all for C2C.

JosEPh

Yes i know, BUT any mistake is a mistake, and time for the engine to look for the mistake.
 
Since we have agreed that the next release wont be save game compatible, it is probably time to look at and remove all those options we don't want in C2C.
 
Since we have agreed that the next release wont be save game compatible, it is probably time to look at and remove all those options we don't want in C2C.

I agree 100% here, but i was told before that that should not be messed with in the dll??:dunno:
 
SVN 7656. Playing Elizabeth -England.

Just recently entered the Medieval Era. Upgraded some units i.e. Maceman (99 hammers) to Flailman (286 hammers). Upgrade cost 0 zero. It did not have a Great General attached In fact every unit I upgraded cost nothing.
 
Since we have agreed that the next release wont be save game compatible, it is probably time to look at and remove all those options we don't want in C2C.

I agree 100% here, but i was told before that that should not be messed with in the dll??:dunno:
I did at least want to provide the 50 civ dll so that it COULD be played through at least up to the completion of this release - just no longer supported officially. Removing these options would completely screw up even that. Options CAN, however, be safely renamed and re-purposed. So what I was going to do was the next few options I generate will use those slots so that they eventually get worked out of the mod entirely. Other dead options may be equally possible to do this with as well.

'Course I don't know how badly you plan to break things on your end ;) If it's THAT shattered that we can't even keep playing the 35civ dll game we started here then I could consider just doing a bad option cleanse at that point yes.

Also do wish we had a scrollbar for that options page in the WB! We're getting too many for the screen to handle it.
SVN 7656. Playing Elizabeth -England.

Just recently entered the Medieval Era. Upgraded some units i.e. Maceman (99 hammers) to Flailman (286 hammers). Upgrade cost 0 zero. It did not have a Great General attached In fact every unit I upgraded cost nothing.
Interesting. Are you on Size Matters or not? There are also a lot of wonders that affect these costs and could theoretically be reducing them to 0.
 
Interesting. Are you on Size Matters or not? There are also a lot of wonders that affect these costs and could theoretically be reducing them to 0.

No I am not using size matters.

I had recently captured a city that had Sun Tzu's Art of War. (-50% to upgrade costs). Checked the other wonders none reduced upgrade costs. Don't know were the other 50% came from.

As an observation IMO 50% is a bit excessive, particularly if other wonders do the same. I would thing around 10 - 20%% would be better.
 
TB take a break. After all it's a hobby not a job. When you come back to coding, ignore bugs that do not crash the game until much later and work on your projects. The more quick firefighting you do the more people will expect it.

Lets say a new version is released every 4 months - leave the non-critical bug fixes till the last month or two.
Yeah, we'll see how I feel as I go here. I think my rant here was more about trying to say with big problems please don't expect an overnight fix or for me to jump right on them and sacrifice all other plans along the way. I will be happy to take a look into them of course. It will just take a while for results on those matters and I can't promise I won't hit a wall I can't overcome (though I'm getting more knowledgeable all the time here.)

@ TB

OK i got my 1st WfoC hang, and cant proceed any further
Alright that certainly warrants taking a look right away.

I also found and fixed an issue with the Martial Arts granting buildings (really it was in the promo prereq checks but an issue found and resolved nevertheless.) Hopefully I can also do some very deep evaluations on tunnel interactions as well before release. I do plan to look into some of the other very serious ones you've brought up too now that I've rested a few days and don't feel so daunted by them as I did.
 
No I am not using size matters.

Had a quick look at the wonders I had - the hover info did not mention anything about upgrade costs.

Not on SM huh? That makes me feel a bit better ;) I wouldn't mind seeing a save that can display the problem.
 
Not on SM huh? That makes me feel a bit better ;) I wouldn't mind seeing a save that can display the problem.

Please read my previous post - I edited it as you posted this. I have 1 wonder that gave a 50% reduction.

I can provide a save, it does contain custom civs - but I believe the game engine will replace them when you load it. Also it is the 50Civ version.
 
I did at least want to provide the 50 civ dll so that it COULD be played through at least up to the completion of this release - just no longer supported officially. Removing these options would completely screw up even that. Options CAN, however, be safely renamed and re-purposed. So what I was going to do was the next few options I generate will use those slots so that they eventually get worked out of the mod entirely. Other dead options may be equally possible to do this with as well.

'Course I don't know how badly you plan to break things on your end ;) If it's THAT shattered that we can't even keep playing the 35civ dll game we started here then I could consider just doing a bad option cleanse at that point yes.

Also do wish we had a scrollbar for that options page in the WB! We're getting too many for the screen to handle it.

Interesting. Are you on Size Matters or not? There are also a lot of wonders that affect these costs and could theoretically be reducing them to 0.

I have been holding off on a removing the Sevo mod stuff from my folder - doing so will break saves anyway.

edit if I could figure out the changes needed to Screens Interface python we would have the latest version of the World Builder by Platyping.
 
Alright that certainly warrants taking a look right away.

Just letting you know that the latest changes did NOT work, still have a WfoC problem. Cant proceed any further in my game.
 
@ TB

OK i got my 1st WfoC hang, and cant proceed any further



Also for some reason now the TXT Option for Dark Ages is missing??(pic 1)

I think I found the problem but it'll take me another day to solve it. (They got me starting at 5 am at work tomorrow! :cry: )
 
Please read my previous post - I edited it as you posted this. I have 1 wonder that gave a 50% reduction.

I can provide a save, it does contain custom civs - but I believe the game engine will replace them when you load it. Also it is the 50Civ version.

Ill up load it to this post shortly.
Cool. Will be interested to see this one.

I have been holding off on a removing the Sevo mod stuff from my folder - doing so will break saves anyway.

edit if I could figure out the changes needed to Screens Interface python we would have the latest version of the World Builder by Platyping.
We'll have to time the commits for those true game breakers on the same day then.

(That would be cool too!)

Just letting you know that the latest changes did NOT work, still have a WfoC problem. Cant proceed any further in my game.
It wasn't intended to silly! I was addressing things pointed out by my wife and another post on the thread. I just started looking into your hang. It's not terribly simple to solve and I just don't have time to commit a new dll tonight.
 
Here is the save. 50civ .dll SVN 7656.

Has Custom Civs - these will be replaced at game load.

I have 1 Wonder that reduces by 50% upgrade costs.

I have checked Traits, Civics and World and National Wonders in case anything else effected upgrades - did not spot anything obvious.

Note: Ignore the low turn count 70+ - it really about turn 630+. I reloaded the WB.save as a scenario after about 560 turns. Thats what reset the turn count.


You will get about 5 "Non-Fatal Load" warnings (Custom Civs. being replaced).

The unit above Athens will upgrade, amongst others.
 
Rev 7675:

Game won't start, loading window simply disappears on 'loading uncached xml'. No error messages.
 
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