Single Player bugs and crashes - After the 29th of March

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I caught my last experienced Gatherer before she suicided, and upgraded her (at prohibitive expense, whinge whinge blah blah etc.) Although she was one turn off finishing the (farm...whatever), the Worker has another 4 turns to go on it.

Saves available on request. V29 vanilla.

That will be because the gatherer "build seed farm" is not the same as the worker "build seed farm". So the worker has to start from scratch. They are not the same because one consumes the unit and the other does not.
 
I noticed in a test game that gatherers you still have when you discover Sedentary Lifestyle can no longer build lumber camps (I actually had one in the middle of building one that suddenly couldn't finish it)
 
@TBd Attached is a save that shows the change of exp threshold problem when I do a recalc. I am using standard/default traits one of which means that I need more exp to gain a level. When do a recalc I no longer need the extra points so many of my units can get another promotion.

@TB - I haven't checked, but I'll bet this has something op do with this code:

Code:
	//This section accounts for a change in mechanism between initial release and a new approach concieved thereafter to differentiate
	//between core game traits and developing leader traits (using different definitions depending on the game option used) and defining
	//the core game traits as LinePriority 0, negative traits under developing leaders as negative LinePriority values, and positive traits under developing leaders as positive Line priority values
	//This takes the core traits being used by games using the option currently and converts them to LinePriority 1 traits if positive and -1 traits if negative.
	if (GC.getGameINLINE().isOption(GAMEOPTION_LEADERHEAD_LEVELUPS))
	{
		for (iI = 0; iI <GC.getNumTraitInfos(); iI++)
		{
			TraitTypes eTrait = ((TraitTypes)iI);
			//removes the extra negative trait if it shouldn't be there.  After a version or two, this should be removed entirely and m_iCompatCheckCount can be repurposed later.
			if (hasTrait(eTrait) && GC.getTraitInfo(eTrait).isNegativeTrait() && GC.getGameINLINE().isOption(GAMEOPTION_START_NO_POSITIVE_TRAITS))
			{
				if (GC.getLeaderHeadInfo(getLeaderType()).hasTrait(eTrait) && m_iCompatCheckCount != 1)
				{
					m_pabHasTrait[eTrait] = false;
					m_iCompatCheckCount = 1;
				}
			}
 
The civic State Church says you can build special units (missionary) without a monastery. But there are still some religions, (Nagi for one) that will not let you unless you have that monastery.
 
The civic State Church says you can build special units (missionary) without a monastery. But there are still some religions, (Nagi for one) that will not let you unless you have that monastery.

If people don't report bugs like this they wont get fixed. I thought I had done them all.:( I assume you mean Ngai not Nagi which was renamed Mesoamerican.

Edit as far as I can see I have done everything the same for Ngai as for the other religions so I don't know why it is not working.
 
Try it. If you can find a reproducible recipe, post whatever save is needed together with detailed instructions on the action hat need to be taken. If I doesn't reproduce, there is unlikely to be much to be done for now, but if you can remember details about the context in which it originally happened (where was focus when the turn started, what actions did you take before the focus shifted (without viewport switch) to the dog, etc. then knowing those contextual details might help pin it down (at least indicate where to look)

Here is the save for the turn before the error occurs. The error happens at the dog in the next turn when it selects the unit but doesn't change viewports.
 
Look at Chicago. I have the civic State Church on. Chicago has the religions Andeanism, Nagi, Shamanism, Tengrii, and Mesopotamism. But only Andean can build a missionary, because the others do not have a monastery yet. Yet the civic State Church says I do not need a monastery in order to build the missionary for them.
 

Attachments

Here is the save for the turn before the error occurs. The error happens at the dog in the next turn when it selects the unit but doesn't change viewports.

What do I have to do in between? Can I just load and immediately end turn, and then press space to ignore anything but the dog that comes up on the next turn?
 
I got around to playing v29 and found what I think is an infuriating bug.

I'm playing C2C continents with raging barbs... and for some insane reason right above the 'Raging Barbs' on the starting features side bar (Cntl+Shift+Q) is 'No Barbs' as and a map feature.

I can't find anything in the starting option screen or Bug menu that explains this.

Am I missing something? Is it the Map type that is bugged?
 
@TB - I haven't checked, but I'll bet this has something op do with this code:

Code:
	//This section accounts for a change in mechanism between initial release and a new approach concieved thereafter to differentiate
	//between core game traits and developing leader traits (using different definitions depending on the game option used) and defining
	//the core game traits as LinePriority 0, negative traits under developing leaders as negative LinePriority values, and positive traits under developing leaders as positive Line priority values
	//This takes the core traits being used by games using the option currently and converts them to LinePriority 1 traits if positive and -1 traits if negative.
	if (GC.getGameINLINE().isOption(GAMEOPTION_LEADERHEAD_LEVELUPS))
	{
		for (iI = 0; iI <GC.getNumTraitInfos(); iI++)
		{
			TraitTypes eTrait = ((TraitTypes)iI);
			//removes the extra negative trait if it shouldn't be there.  After a version or two, this should be removed entirely and m_iCompatCheckCount can be repurposed later.
			if (hasTrait(eTrait) && GC.getTraitInfo(eTrait).isNegativeTrait() && GC.getGameINLINE().isOption(GAMEOPTION_START_NO_POSITIVE_TRAITS))
			{
				if (GC.getLeaderHeadInfo(getLeaderType()).hasTrait(eTrait) && m_iCompatCheckCount != 1)
				{
					m_pabHasTrait[eTrait] = false;
					m_iCompatCheckCount = 1;
				}
			}

hmm... wasn't this removed already? I recall having worked this out of the code a while back. Apparently that change didn't stick somehow. Probably an SVN overwrite or something along those lines. Those are so very dangerous. I have to remember to make sure every file is SAVED before updating!!! I'll go take a look at it again before the next merge.
 
Look at Chicago. I have the civic State Church on. Chicago has the religions Andeanism, Nagi, Shamanism, Tengrii, and Mesopotamism. But only Andean can build a missionary, because the others do not have a monastery yet. Yet the civic State Church says I do not need a monastery in order to build the missionary for them.

I suspect the problem lies in the fact that really only Andeanism HAS a Monastery of the religions you have mentioned. The other religions require other ways to get missionaries into play but can do so before Monestaries become available as well.

Speaking of, should not ALL religions that are around before Meditation and Monasteris have other means to train missionaries? It's a bugger to get Shinto/Andean/Keme/Hindu/Juda/Zoro and not being able to build missionaries to spread the religion, even if picking it as main religion (Zoro and Judaism as possible exceptions but ONLY if also having the Civic State Church).

Cheers
 
I suspect the problem lies in the fact that really only Andeanism HAS a Monastery of the religions you have mentioned. The other religions require other ways to get missionaries into play but can do so before Monestaries become available as well.

Cheers

But that is the point I am making, with State Church you should be able to build missionaries without a monastery. But I cannot build missionaries for the other religions in that city. So the civic State Church does not give that non-monastery exception to those religions, and possibly others as well.
 
So no comment on how I'm getting 'No barbs' when I select 'Raging Barbs' and still having 'No Barbs as an active option? I consider the game unplayable at this point.
 
I think what is the problem is that there is no "monastery" for those other religions, the buildings that allow you to build missionaries are called something else. Invocation hut for Shamanism, Ngai Bless for Ngai, Temple of An for Mesopotamism.
 
So no comment on how I'm getting 'No barbs' when I select 'Raging Barbs' and still having 'No Barbs as an active option? I consider the game unplayable at this point.

Have you played the game to see if any barbs show up? Go into WB to look around and see if there are any anywhere.
 
I had a fix in there for the missionaries for religions that don't have monasteries. Something must have changed that turned it of. At the moment I can't remember what it was that I did to get it working the way it should.
 
I played through a hundred turns to establish the no Barbs did indeed mean not barbs. Ctrl+Shift+Q listed the active game options... Including 'No barbs' and 'Raging barbs' simultaneously. No barbs was obviously the winner at that point.

Then I searched through bug options, three times through. Then I started a new custom game... searched through the options 3 times and picked a larger map size. Same issue.

So its either a major bug with C2Ccontients... or some expletive over wrote some basic game options like the time 'autopass turn at whatever time will kill the most units. Which I still can't find. Having to prewake combat units so I don't lose battles from autoturn passing is miserable. I'd still love to know where that option is so I can beat it to death with a fish.
 
Did someone by mistake take out the + and - of the Espionage or something, they NO longer show up??

EDIT: Weird, i did a Microsoft down to desktop click and after it came back up to play, it was there i mean come on now :crazyeye:
 
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