Single Player bugs and crashes v35 plus (SVN) - After the 18th of August 2014

First I wanted to say thank all of you guys for all the effort you put in making this game into what it is. Been playing your mod for a long time now and it's brilliant!

As I read that you are almost ready to launch the next version, I updated my SVN version on sunday and started this game with Celtia. After founding a city I got a ton of gold from not being able to carry [hammers] overflow. It made no sense to get those hammers overflow. Other part of what happened is that I made A build que and all was built in 1 turn at the same time I got the ton of gold.maybe it has something to do with me using a custom game with conflicting settings, although it may be a bug. I haven't seen it on previous versions of the SVN though.

I put an attachment with a gif file of what's happening.

Keep up the good work!
 

Attachments

  • strange.jpg
    strange.jpg
    410.2 KB · Views: 60
It looks like there may be a limit on the number of buildings or units that the overflow of production allows. I have seen such happen unexpectedly when the queue changes from one type to another eg unit to building, building to wonder etc. This is especially true if I insert something I need urgently at the head of the queue and it takes less that one turn to complete.
 
First I wanted to say thank all of you guys for all the effort you put in making this game into what it is. Been playing your mod for a long time now and it's brilliant!

As I read that you are almost ready to launch the next version, I updated my SVN version on sunday and started this game with Celtia. After founding a city I got a ton of gold from not being able to carry [hammers] overflow. It made no sense to get those hammers overflow. Other part of what happened is that I made A build que and all was built in 1 turn at the same time I got the ton of gold.maybe it has something to do with me using a custom game with conflicting settings, although it may be a bug. I haven't seen it on previous versions of the SVN though.

I put an attachment with a gif file of what's happening.

Keep up the good work!

So you installed something wrong? Get my worldscenario UEM - Ultimate Earth Map 2.3 if you want (link in my signature), test this if that dont works something is wrong with your installation, my scenario is working with a correct C2C installation.
 
It looks like there may be a limit on the number of buildings or units that the overflow of production allows. I have seen such happen unexpectedly when the queue changes from one type to another eg unit to building, building to wonder etc. This is especially true if I insert something I need urgently at the head of the queue and it takes less that one turn to complete.

Strange thing was that I built this city, then the first thing I did was made a que of hammer producing buildings. Next turn all buildings were created and I got like a ton of gold from the overflow.... It was only buildings I made and there was no building I put in front of the que at some point. And as the city was 1 turn old in prehistoric/ancient time, there were no 1 turn buildings yet... but as I will try a new clean install of the SVN version and see if that fixes it.
 
Maybe it can be a game speed problem, never had that on eternity game speed. As there buildings need enouth time to build... also never happend when i build 1 turn buildings and have a overflow in my back.
 
BUGS and SUCKS:

1. Carpenters Workshop hover over has wrong calculation or building is buged, tells me in hover over +10% production/hammer but displays acutal +2 production/hammer, in city i have +51 base production, 10% = +5,1 production not +2 production. I will see in 8 turns if it gives +10% production as displayed and so +5,1 production or only +2 so hover over display is bugged or the building calculates wrong.

Edit: Ok Carpenters Workshop building works, got +10% production form buildings, hover over is bugged then telling +2 actual. 3. Screenshot is ok dont wonder of 47 base production, my golden age timed out looks ok.

Also after production overflow (After you build a building same turn) hover over is displaying buildings to give +2 productions when they just give +1 (Look Actual display), dont know if you can fix that.
Carpenter's Workshop probably replaces another building and by doing so increases the overall production to a much lesser degree than it would if it were built in a city that didn't have the building it replaces. The total projected calculations take the loss of the previous buildings into account.

2. Maybe change: Building Flint Quarry needs obsidian in city vincity and stone in city vincity should better be obsidian in city vincity and requires stone empire wide resource, dont needed to have stone in city vincity and only very few citys will have both in city vincity. They can bring the needed stone to the city and it will be worked with the obsidian.
Sure this isn't OR rather than AND? I would think it should be OR but Hydro did set up a number of buildings to only be possible under stringent circumstances to create a set of rare benefits.

3. Pushing tourism back to classical sucks, there are wonders in prehistoric era that will expire with sedenary lifestyle that give you tourism, its fun to build these as first civ, you cant make mutch gold from it only a bit and its crime rising and problems making, hard to get a bit profit from it, with the early civic is -60% gold and you can make only 2-4 gold from it because you need more anti crime buildings that have high maintenance cost. That should be changed back as it was. Worked good, making more interesting gameplay.
This is a patch. There have been discussion on how we may be able to go about getting wonders to give tourism after they've been obsoleted. In the meantime, it's very bad for cities of the AI to be getting so much crime from early tourism.

4. Also after the gold calculation bug is fixed dont touch the gold production to mutch, that will help the AI alot to survive and play better. Player that want a harder time can game on Deity.
It already is fixed.

Edit:
Same acutal hover over bug here in slave display, looks like it counts always +1 to mutch telling actual +3 when it should be +2 here... screenshot 4
Don't put toooo much faith in Actuals. It's an estimating tool that isn't as accurate as it actually is in effect.

5. My Rogue is doing pretty well capturing montezumas scouts and trackers and enslaving them, is ok for me but pedia is telling unit cant capture enemy cities or units, so change the unit or the pedia. Maybe problem from the special promotions figth and flight? Or because these special promotions to the unit giving them alot of capture ability. Screenshot 5
They do have an inability to capture based on a tag use on this unit but it doesn't stop the mechanism where they turn units into captives on combat victories. Eventually some work should be done to clarify the text for that tag.

First I wanted to say thank all of you guys for all the effort you put in making this game into what it is. Been playing your mod for a long time now and it's brilliant!

As I read that you are almost ready to launch the next version, I updated my SVN version on sunday and started this game with Celtia. After founding a city I got a ton of gold from not being able to carry [hammers] overflow. It made no sense to get those hammers overflow. Other part of what happened is that I made A build que and all was built in 1 turn at the same time I got the ton of gold.maybe it has something to do with me using a custom game with conflicting settings, although it may be a bug. I haven't seen it on previous versions of the SVN though.

I put an attachment with a gif file of what's happening.

Keep up the good work!

Strange thing was that I built this city, then the first thing I did was made a que of hammer producing buildings. Next turn all buildings were created and I got like a ton of gold from the overflow.... It was only buildings I made and there was no building I put in front of the que at some point. And as the city was 1 turn old in prehistoric/ancient time, there were no 1 turn buildings yet... but as I will try a new clean install of the SVN version and see if that fixes it.

This bug is known to me. My wife experienced it too. However, there is little to no theory that explained why she (and you now) got a HUGE amount of initial production when the city was placed. We wondered if it might have something to do with an adjacent volcano. But other than that, there's no other current theory. It appears to be a rare bug and unless it's repeatable and we can get a save from before the city is planted, we'll have a tough time zeroing in on the cause.
 
Don't put toooo much faith in Actuals. It's an estimating tool that isn't as accurate as it actually is in effect.

I had to remove the Demand mod because actuals are not actuals. They are an estimate of what you will get only. It does not necessarily take into account all the things replaced by the building getting built especially the autobuild buildings.
 
Carpenter's Workshop probably replaces another building and by doing so increases the overall production to a much lesser degree than it would if it were built in a city that didn't have the building it replaces. The total projected calculations take the loss of the previous buildings into account.
The carpenter workshop does not replace any buildings.
 
Carpenter Workshop has just the actual display bug as other buildings have.

Quote:
4. Also after the gold calculation bug is fixed dont touch the gold production to mutch, that will help the AI alot to survive and play better. Player that want a harder time can game on Deity.
It already is fixed.

Yes i told you the bug and you fixed it, i suggest that you dont lower the new gold income to mutch or any, because the AI can generate enouth gold now and this will make the AI to survive better and play better.

Quote:
3. Pushing tourism back to classical sucks, there are wonders in prehistoric era that will expire with sedenary lifestyle that give you tourism, its fun to build these as first civ, you cant make mutch gold from it only a bit and its crime rising and problems making, hard to get a bit profit from it, with the early civic is -60% gold and you can make only 2-4 gold from it because you need more anti crime buildings that have high maintenance cost. That should be changed back as it was. Worked good, making more interesting gameplay.
This is a patch. There have been discussion on how we may be able to go about getting wonders to give tourism after they've been obsoleted. In the meantime, it's very bad for cities of the AI to be getting so much crime from early tourism.

Then maybe better reduce the crime effect of the tourism instead disrupting the good working tourism system.
 
Won't be a priority as sea, trench, and such is not yet in the game, except custom maps.
We will get to the cultural units in due time; I believe the tomol is not supposed to ever enter sea tiles.

All other sea units have changed for these new terrains, "Cant enter deep sea, Continental shelf" and so on, tomol hasnt. Ok, if its not needed now.
 
Any reason i can't occupy cities anymore?

I'm in the transhuman race and for some reason i cant seem to take over cities of civs i'm at war with. what could cause this?
 
<snip>



Then maybe better reduce the crime effect of the tourism instead disrupting the good working tourism system.

Crime on the 1st 5 Tourism levels was cut in half. Crime in Preh is Easy to handle with all the changes in now. But as you progress thru the Eras It should become more of a challenge. Crime Diffusion has reduced 25% Before you started becoming a pest over it from your scenario. How about since Crime diffusion was lowered by 25% I raise it back to the level Hydromancerx originally had it?

Your main problem is your Game Speed you chose for your Scenario. And some of the conditions you placed In your Scenario.

Non scenario games are not exhibiting what you carry on about. Below is a screenshot from my Capital city on a Game I started last night, Emperor level Normal Game speed large Map 9 AI. You will see that both Crime and Disease coming out of the Preh into Ancient Era are both in the "negative" range. The scrn shot is from the turn that I finished Researching Sed. Life and enter Anc. Era. My Capital is size 5.

Your clamor over Crime is making you "all wet" as your claims do not fit a normal game.

JosEPh
 
Any reason i can't occupy cities anymore?

I'm in the transhuman race and for some reason i cant seem to take over cities of civs i'm at war with. what could cause this?

If you don't provide a savegame and some details about your game how can we help you?

JosEPh
 
Back
Top Bottom