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

In city screen?

Yes

The small icon of resin resource is a llama.

And almonds has the tea icon.

This requires someone to look at the res/fonts/gamefont_75.tga file (probably using GameFontEditor) and finding out the correct icon number. Then putting that in the bonus art define file instead of the number it already has.

My eyesight is not good enough to tell these days.:cry:
 
This requires someone to look at the res/fonts/gamefont_75.tga file (probably using GameFontEditor) and finding out the correct icon number. Then putting that in the bonus art define file instead of the number it already has.

My eyesight is not good enough to tell these days.:cry:

I can do this but I think that font.tga files are broken? Im correct?
 
I can do this but I think that font.tga files are broken? Im correct?

No the font files are not broken as far as anyone can tell. That is what using GameFontEditor by Asaf ensures.

I am almost sure that it is how we are using them in the city screen itself that is the problem. I think we may have forgotten something there. I will get to it eventually.
 
I can do this but I think that font.tga files are broken? Im correct?

No the font files are not broken as far as anyone can tell. That is what using GameFontEditor by Asaf ensures.

I am almost sure that it is how we are using them in the city screen itself that is the problem. I think we may have forgotten something there. I will get to it eventually.

I hope NOT, because that would screw up a lot and cause all kinds of errors, I think.
 
Crash is gone with newest SVN version - thanks Thunderbrd :goodjob: !
Sorry I couldn't get to it quicker.
With all. The units that already have the levels of build up just keep, if i dont move. If i move the unit lost and can't build up anymore.
Ok, I should have the focus tonight to see what went wrong there.

Entertainers do get some XP, mostly from civics but also from some few buildings I think as I have had a different XP count (not counting Civilian specialists) when trained in two different cities, only with 1 so far, but still.
The amount they get are not displayed, only seen after they are built, and that includes if setting up a bunch of Civilians specialists.

Cheers
Unfortunately, there are much more pressing issues than an XP display problem but once I'm on top of some of those critical problems I'll be more than happy to further investigate this. I did a lazy audit on that recently and I do have to admit it's fairly complex because the numbers as they are assigned to the unit and the way they break down in the display differ greatly. As an example, the city tracks the final results of a few tallies and adds it in directly during the actual xp assignment whereas the display tries to break it down by building and so on so it can be very difficult to make sure everything is caught correctly. But it CAN be done. Thanks for letting me know of the flaw.
 
Dude, education and crime are really hard to handle without de build up promotion line. I'm suffering! :crazyeye:
 
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?

Yes it is a bug.

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.

I had time to check the AutoBuild code.
Code:
void CvCity::doAutobuild(void)
{
	int iI;

	//	Auto-build any auto-build buildings we can
	for(iI = 0; iI < GC.getNumBuildingInfos(); iI++)
	{
		if ( GC.getBuildingInfo((BuildingTypes)iI).isAutoBuild() &&
			 getNumBuilding((BuildingTypes)iI) == 0 &&
			 canConstruct((BuildingTypes)iI, false, false, true) )
		{
			CvWString szBuffer;

			setNumRealBuilding((BuildingTypes)iI, 1);

			szBuffer = DLL_SERIALIZE(gDLL->getText("TXT_KEY_COMPLETED_AUTO_BUILD", GC.getBuildingInfo((BuildingTypes)iI).getTextKeyWide(), getName().GetCString()));
			AddDLLMessage(getOwnerINLINE(), true, GC.getEVENT_MESSAGE_TIME(), szBuffer, NULL, MESSAGE_TYPE_INFO, NULL, (ColorTypes)GC.getInfoTypeForString("COLOR_GREEN"));
		}
	}
}

Unlike the PropertyBuildings code here is nothing about removing those buildings again. So it is by design if they aren't removed after e.g. a City shrinks.
 
Yeah... wouldn't be terribly difficult to add a validate or remove check on the backend where civic changes can disable some buildings - but it could add some slowdown there.
 
No the font files are not broken as far as anyone can tell. That is what using GameFontEditor by Asaf ensures.

I am almost sure that it is how we are using them in the city screen itself that is the problem. I think we may have forgotten something there. I will get to it eventually.

Ok I checked and for now we can only use 205 small icons for resources in city screen. My temporary solution until we track this freaking bug: I can change all missing or wrong icons to standard resource icon or similar looking icon.
 
Ok I checked and for now we can only use 205 small icons for resources in city screen. My temporary solution until we track this freaking bug: I can change all missing or wrong icons to standard resource icon or similar looking icon.

I vote for a standard icon. Like a wood box. .
 
I agree. Thunderbrd, you have identified the build up problem?

The fix just went onto the SVN. Existing units in the game may behave a little strangely - again try to spend a round fortified or sleeping to get them to work the next round - or perhaps move the unit - something. I couldn't quite figure out how to resolve the units that were already in play. After they promote or upgrade next they'll be fixed though. And on Size Matters a split and/or merge will recalc a unit.
 
The Capuchin Crypt can be constructed in theory with the invention of Divine Right and also needs Bones. Unfortunately does the Boneworker´s Hut become obsolete with Guilds which comes before Divine Right so the Capuchin Crypt can never be built.

Solution: Either remove the Bone requirement (Bones in C2C are animal bones anyway, I think) or don´t let the Boneworker´s hut become obsolete (or at a much later date).
 
The fix just went onto the SVN. Existing units in the game may behave a little strangely - again try to spend a round fortified or sleeping to get them to work the next round - or perhaps move the unit - something. I couldn't quite figure out how to resolve the units that were already in play. After they promote or upgrade next they'll be fixed though. And on Size Matters a split and/or merge will recalc a unit.

i delete all units, recruit new and try do build up. No sucess. Still broken.
 
i delete all units, recruit new and try do build up. No sucess. Still broken.

Strange... it worked for me. (You did update my last commit to the SVN right? lol I'm sure you did...)

I checked against a unit that could use the set for charge buildup. Perhaps you're checking a different one and there could be an issue with that one?
 
Back
Top Bottom