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

Is it a bug when a city which was size 6 but then shrinks keeps the pests and diseases that kick in at size 6?
 
Debatable. I don't think there's a mechanism ever developed to remove such an auto-assigned building since it's not based on a property factor. Doing so may have unforseen consequences in other areas (not the least of which being performance.) From a game perspective it makes for an interesting unexpected penalty for slave rushing buildings on cities that have just grown into having new pests.
 
They are supposed to auto build/remove based on all their requirements which includes population. I was under the impression that was what the auto build component did.

It is the same as having buildings stop working when you loose a resource.
 
Just takes some more setup and processing time is all.

I remember seeing that section of the code and it only checks a few things like bonuses and civics. I added a religion check there when I was setting up the religious option.
 
Is it a bug when a city which was size 6 but then shrinks keeps the pests and diseases that kick in at size 6?

Do they stay forever or is it possible they are removed a few turns later?

They are supposed to auto build/remove based on all their requirements which includes population. I was under the impression that was what the auto build component did.

It is the same as having buildings stop working when you loose a resource.

Those buildings should be PropertyBuildings they are built by the property system not the normal auto build component. They should be removed after a property change in case the property value is out of range or if the city can't construct them.
 
Those buildings should be PropertyBuildings they are built by the property system not the normal auto build component. They should be removed after a property change in case the property value is out of range or if the city can't construct them.

Those particular disease producing buildings only have a population requirement nothing more.
 
Debatable. I don't think there's a mechanism ever developed to remove such an auto-assigned building since it's not based on a property factor. Doing so may have unforseen consequences in other areas (not the least of which being performance.) From a game perspective it makes for an interesting unexpected penalty for slave rushing buildings on cities that have just grown into having new pests.

Well in my case it was nothing to do with slave rushing. It was just a serious amount of disease causing starvation.

The fact that the pests all remained made it very diffilcult to rebuild the city. It dropped to size 1 and even then was unhappy/sick
 
Started new game, latest SVN, deity, gigantic, eons, barbarians off.
AI doesn't build new cities almost at all - out of 14 civs i met only one have 3 cities, all others have 1 for hundreds of turns - im last on tech tree, AIs are researching ideograms and agriculture, and their settlers/tribes sit in their capitals.

Need savegame?
 
There is a problem with the filename of the experiment scorpion animal unit being so long that the file cannot be writtten. I have the game on steam, and have never seen that error message before.
 
There is a problem with the filename of the experiment scorpion animal unit being so long that the file cannot be writtten. I have the game on steam, and have never seen that error message before.

This happens when the path to the file is longer than 255 characters, with all the subfolders from Steam, Civ4 and C2C this happens quite fast.
 
There is a problem with the filename of the experiment scorpion animal unit being so long that the file cannot be writtten. I have the game on steam, and have never seen that error message before.

I have only just started the scorpion. There is nothing in game except the art. I'll move it elsewhere.
 
Started new game, latest SVN, deity, gigantic, eons, barbarians off.
AI doesn't build new cities almost at all - out of 14 civs i met only one have 3 cities, all others have 1 for hundreds of turns - im last on tech tree, AIs are researching ideograms and agriculture, and their settlers/tribes sit in their capitals.

Need savegame?

No... should be fine with another update now.
 
They are expanding if you have the traits off.

I had Focused traits on at start of game.

So does it mean i have to wait for update which fixes it or restart new game without traits? traits cant be turned off in game, right?
 
Traits have a modification to the civ's capacity to grow but it's not everything and should not be tooooo crippling to any given civ now. It's mostly a matter of if they have modifiers that impact their economies severely enough I believe.
 
SVN 8186 repeatable crash.

I load attached saved game, press end-of-turn, a popup appears about "C2C options" then crash to desktop.

(I have Windows 8.1)
 

Attachments

SVN 8186 repeatable crash.

I load attached saved game, press end-of-turn, a popup appears about "C2C options" then crash to desktop.

(I have Windows 8.1)

@thunderbrd

This crash happens because of a stack overflow in this pLoopUnit->jumpToNearestValidPlot() call in CvUnit::setXY. You changed the previous canCoexistWithEnemyUnit into canUnitCoexistWithEnemyUnit that must cause it.

Code:
					if (isEnemy(pLoopUnit->getTeam(), pNewPlot) || pLoopUnit->isEnemy(getTeam()))
					{
						if (![B][COLOR="Red"]canUnitCoexistWithEnemyUnit(pLoopUnit, pNewPlot)[/COLOR][/B])
						{
							if (NO_UNITCLASS == pLoopUnit->getUnitInfo().getUnitCaptureClassType() && pLoopUnit->canDefend(pNewPlot))
							{
								[B]pLoopUnit->jumpToNearestValidPlot()[/B]; // can kill unit
							}
							else
							{
								if (!m_pUnitInfo->isHiddenNationality() && !pLoopUnit->getUnitInfo().isHiddenNationality())
								{
									GET_TEAM(pLoopUnit->getTeam()).changeWarWeariness(getTeam(), *pNewPlot, GC.getDefineINT("WW_UNIT_CAPTURED"));
									GET_TEAM(getTeam()).changeWarWeariness(pLoopUnit->getTeam(), *pNewPlot, GC.getDefineINT("WW_CAPTURED_UNIT"));
									GET_TEAM(getTeam()).AI_changeWarSuccess(pLoopUnit->getTeam(), GC.getDefineINT("WAR_SUCCESS_UNIT_CAPTURING"));
								}

								if (!isNoCapture())
								{
									pLoopUnit->setCapturingPlayer(getOwnerINLINE());
								}

								pLoopUnit->kill(false, getOwnerINLINE(), true);
							}
						}
					}
 
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