strategyonly
C2C Supreme Commander
Well can someone fix it then?
OK i added them but needs words added.
Well can someone fix it then?
I just did a recalc and all my units got enough exp to get a promotion. I have the trait that requires extra exp to get promotions and it seems not to be working after a recalc.
Nevermind
Only new thing in that post was my suspicion that it was related to captives, but I've now had it happen when not getting captives, so it's unlikely. And they can still attack again if they have a promotion that gives them multiple attacks per turn, just like other units with multiple movement points.Before you edited your post you wrote that sometimes units, even with only 1 movement can move on after having won a battle. Yes, I experienced this bug as well, just so you know. You suspected the military captive that a won battle sometimes generate as the cause of this bug. I think that is possible but I can't confirm for sure that the movement bug after attacking a stack only appears with captives - although it very well might be.
What I can say though is: the bug may leave you 1 movement even after attack but you cannot attack twice with the bugged unit.
First off, I just want to say I love this mod and appreciate the hard work everyone has put into it. I have had a problem recently where I would have CTD periodically as my game progressed. The frequency has increased to the point to where it will always crash at the next turn. In the past I could reload a past save and usually get past it.
I have attached my save file and the dump log. The save was from v28, but then resaved with v29 (it didn't make a difference with the CTD). Adjusting viewports made no difference either.
I have reproduced this, and am investigating...
Edit - this is a very nasty (perhaps intractable in the short term) problem. Basically each unit needs a unique id, and the algorithm used to assign them mans there cannot be more than a certain number of ids in circulation (for each player) at any given time. The combination of requirements that the ids must be unique (cannot reuse the same id), units must be findable from their id VERY, VERY efficiently, and 32-bit size of the id conspire to limit the total units per player that can be in existence at any given time to under 8,000 roughly. In this save one of the AIs exceeds this limit.
I haven't given up on it yet, but it doesn't have a simple solution I don't think.
I am using Realistic Culture Spread. It seems the first time it is supposed to grow borders (it says "The borders of Hattusa are about to expand."). Then it says "The borders of Hattusa have expanded" but the borders do not expand. In fact the borders never grow until the second time when I have this option on. Attached is a save that shows the issue. Look at the culture bar in the city, then hit end turn and see non-growth.
I have reproduced this, and am investigating...
Edit - this is a very nasty (perhaps intractable in the short term) problem. Basically each unit needs a unique id, and the algorithm used to assign them mans there cannot be more than a certain number of ids in circulation (for each player) at any given time. The combination of requirements that the ids must be unique (cannot reuse the same id), units must be findable from their id VERY, VERY efficiently, and 32-bit size of the id conspire to limit the total units per player that can be in existence at any given time to under 8,000 roughly. In this save one of the AIs exceeds this limit.
I haven't given up on it yet, but it doesn't have a simple solution I don't think.
Wasn't this the same problem with barbs/animals a few versions ago? At one point there were so many spawned that the game just hung.
Yes, and we addressed that by inhibiting animal spawn. Can't really approach this the same way (would be confusing for users, and disastrously confusing for the AI). However, I have found an issue that is causing the sensitivity to it to be greater than it should be, so I can at least stave it off, hopefully enough that we will cease to see it in realistic situations (testing a change now)
I have reproduced this, and am investigating...
Edit - this is a very nasty (perhaps intractable in the short term) problem. Basically each unit needs a unique id, and the algorithm used to assign them mans there cannot be more than a certain number of ids in circulation (for each player) at any given time. The combination of requirements that the ids must be unique (cannot reuse the same id), units must be findable from their id VERY, VERY efficiently, and 32-bit size of the id conspire to limit the total units per player that can be in existence at any given time to under 8,000 roughly. In this save one of the AIs exceeds this limit.
I haven't given up on it yet, but it doesn't have a simple solution I don't think.
Hello,
I am having CTD when researching Democracy.
Save Game is attached.
I am using Win7, 64bit, 12G Ram, i5 computer
I have reproduced this, and am investigating...
Edit - this is a very nasty (perhaps intractable in the short term) problem. Basically each unit needs a unique id, and the algorithm used to assign them mans there cannot be more than a certain number of ids in circulation (for each player) at any given time. The combination of requirements that the ids must be unique (cannot reuse the same id), units must be findable from their id VERY, VERY efficiently, and 32-bit size of the id conspire to limit the total units per player that can be in existence at any given time to under 8,000 roughly. In this save one of the AIs exceeds this limit.
I haven't given up on it yet, but it doesn't have a simple solution I don't think.
Yes, and we addressed that by inhibiting animal spawn. Can't really approach this the same way (would be confusing for users, and disastrously confusing for the AI). However, I have found an issue that is causing the sensitivity to it to be greater than it should be, so I can at least stave it off, hopefully enough that we will cease to see it in realistic situations (testing a change now)