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

@Hydro: Any theories on how this could take place without it being a bug? I've noticed a few interesting bonus asserts in the code and will be looking into those soon and I'm wondering if there could be a link there but I'm also wondering if its possible that something may be 'using' his cloth as it were.

Well are the other requirements filled? Such as Binding tech for rope. Has built either a Storage Pit OR Barter Post OR Trading Post in the city?

As for why it would show you have 0 cloth I have no idea how that would happen. It should only show up if you have 1 or more cloth.
 
@ TB

For some ODD reason the MLF of some modules are leaking thru???(pic 1)pic3)

I have ON the MLF "cultures" but for this civ i have 0 playable (pic 2)??

Don't look at me on this one I've no idea how that would happen (in the code anyhow). I think we've had a rare issue with that before but could it be something to do with the caching and trying to change them without deleting the cache file (which I THOUGHT wouldn't recreate itself after being deleted anymore but apparently does still) or playing on another mod that has some of those active then coming back to play C2C with them inactive and perhaps the setting cached somewhere from the last play? I dunno...
 
Don't look at me on this one I've no idea how that would happen (in the code anyhow). I think we've had a rare issue with that before but could it be something to do with the caching and trying to change them without deleting the cache file (which I THOUGHT wouldn't recreate itself after being deleted anymore but apparently does still) or playing on another mod that has some of those active then coming back to play C2C with them inactive and perhaps the setting cached somewhere from the last play? I dunno...

C2C no longer has a cache system so thats out. And i dont play or even have another mod on my PC, so thats out.
 
The rope building are gray and say i dont have cloth. The seamstress are build already.

Are you trading it? Perhaps you only had 1?

JosEPh
 
Ok the Dragon Ships are back...and:

- my riflemen can ranged assault, but the one that hit did no damage.
- the archers - a hero, a Yeoman, a longbow, some bellybows and a couple of plain archers - can only archer bombard: however (when I tried it subsequent to this save) every single one missed - again!!!

Instructions: Xishuipo is my Yangshao colony, so the pink bit in the middle of the green blob on the minimap (NW of centre)

SVN 7750
 
Ok the Dragon Ships are back...and:

- my riflemen can ranged assault, but the one that hit did no damage.
- the archers - a hero, a Yeoman, a longbow, some bellybows and a couple of plain archers - can only archer bombard: however (when I tried it subsequent to this save) every single one missed - again!!!

Instructions: Xishuipo is my Yangshao colony, so the pink bit in the middle of the green blob on the minimap (NW of centre)

SVN 7750

Are you updated to at least 7762 Yudishtira?

In my new game started with SVN 7762 my Archers/bellybowman hit about 1 out of every 5 tries with ranged assault. But I don't think I've added in any RA Promotions to most of them. And I'm not using Combat or Size Matters Options either.

JosEPh
 
Ok the Dragon Ships are back...and:

- my riflemen can ranged assault, but the one that hit did no damage.
- the archers - a hero, a Yeoman, a longbow, some bellybows and a couple of plain archers - can only archer bombard: however (when I tried it subsequent to this save) every single one missed - again!!!

Instructions: Xishuipo is my Yangshao colony, so the pink bit in the middle of the green blob on the minimap (NW of centre)

SVN 7750

Again, are those archers (and possibly that rifleman unit) there from before the adjustments or were they generated since then?

I'll take a look of course. When I can. Also... what's the deal you're bringing up with the Dragon Ships again?
 
Also... what's the deal you're bringing up with the Dragon Ships again?

No I just meant that I again have a save where there's a target adjacent to my units so I can try out ranged assault etc...

The archers have been there forever, but I can't be sure about the rifleman that hit. Since it has a ranged assault button and a range grid, I would suggest it probably is an "after"...

Do you know which SVN the adjustments you speak of were in?
 
Getting an error with svn 7770 before I had 7765 I think. Basically it says: Can't read file '/svn/p/caveman2cosmos/code/db/revs/7/7745': end of file found. Then I noticed some red blobs on some units when I loaded my saved game. My game is slightly modified. I downloaded and installed the modmod: unit flavors for rome,mongol, babylon made by Sparth. Ok thanks. Just reporting it.
 
No I just meant that I again have a save where there's a target adjacent to my units so I can try out ranged assault etc...

The archers have been there forever, but I can't be sure about the rifleman that hit. Since it has a ranged assault button and a range grid, I would suggest it probably is an "after"...

Do you know which SVN the adjustments you speak of were in?

No... you'd have to take a look at the SVN log to see when the Ranged Assault rework project went in. If the units were in play before that they'd have seriously tweaked out values since their combat class derived RA values would never recalculate onto the unit until the unit maybe upgrades (and is thus destroyed and rebuilt datawise).
 
Getting an error with svn 7770 before I had 7765 I think. Basically it says: Can't read file '/svn/p/caveman2cosmos/code/db/revs/7/7745': end of file found. Then I noticed some red blobs on some units when I loaded my saved game. My game is slightly modified. I downloaded and installed the modmod: unit flavors for rome,mongol, babylon made by Sparth. Ok thanks. Just reporting it.

I put a copy of what he is saying in the SVN thread????? Its messed up now:sad:
 
No... you'd have to take a look at the SVN log to see when the Ranged Assault rework project went in. If the units were in play before that they'd have seriously tweaked out values since their combat class derived RA values would never recalculate onto the unit until the unit maybe upgrades (and is thus destroyed and rebuilt datawise).

Ok if you mean the original ranged assault rework, I can confirm that the archers are all before that (since I specifically built the bellybows - the only archers I can still build - because ranged bombard/assault wasn't working). The riflemen are definitely since then, I was in a post-rework SVN when I got Rifling.

You said before that (while you recommend that archer bombard not be used) it should still work with similar if not the same accuracy as ranged assault. There is a chance that I was just unlucky and the archers all just missed normally, but that chance is down around 1% or lower now since it happened twice several turns apart.

Then there is the separate issue of the rifleman - who can ranged assault and who did so successfully - not doing any damage.
 
Then there is the separate issue of the rifleman - who can ranged assault and who did so successfully - not doing any damage.
Yeah, that'd need looking into there when I can.
 
Hmm.
Should not Entertainer be unlocked by Heritage rather than Heraldry, considering that all (or a lot) of the special buildings it can build are unlocked there?

Cheers
 
Hmm.
Should not Entertainer be unlocked by Heritage rather than Heraldry, considering that all (or a lot) of the special buildings it can build are unlocked there?

Cheers

I am still working out where those buildings should go. At the moment the Bear Stories are not working quite right which is why I have not added any more Animal Story or Stories. Amphibian story and stories are working correctly.

Myths and legends represent the Oral Traditions while Story represents the literay version of the myths. Both are local whereas Stories about a particular animal represent the merger of all the stories into a collection well known by the bards at least.

Each animal should be able to build at least one myth and one story. So I need to make lots of Story and Stories buttons, one of the things that slows down the adding of new animals.

Myth buildings are mostly about science and story buildings are about education. The Education property is not quite right yet.
 
It appears that normal workers (non-animal-assisted) can't build factories...:crazyeye:
 
It appears that normal workers (non-animal-assisted) can't build factories...:crazyeye:

True. Not advanced enough. You'd probably need a Modern Worker. (Earlier ones could build workshops though...)
 
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