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

Small text error: When you are using the edit mode of the F1-screen (very useful!!) and you hover the "save" button it says: "save any changes you have made to disk (CustDomAdv.txt)". It took me quite a while to find out that the real name is "CustomDomAdv.txt". It is saved in the usersettings folder.
 
Small text error: When you are using the edit mode of the F1-screen (very useful!!) and you hover the "save" button it says: "save any changes you have made to disk (CustDomAdv.txt)". It took me quite a while to find out that the real name is "CustomDomAdv.txt". It is saved in the usersettings folder.

Fixed
 
Thanks, but give a look in the save. I play deity, construct all education buildings and can't control the education of size 10 city even with 7 upgraded and build up storyteller. All my gold goes to pay the storytellers.

On Deity/nightmare it is best not to grow your cities too big too soon. Crime, disease and education increase significantly with city size. Some buildings are unlocked at size 6 but there is little need to grow a city beyond that in he early parts of the game. Work hammer-rich tiles, don't build food buildings, and turn citizens into specialists if necessary. That should lower city growth to a crawl.

My build queues are usually this order: 1) hammers 2) education 3) anti-crime 4) money and research buildings 5) the cheaper food, health, and anti-disease buildings IF the city is doing well on education and crime, i.e. it can handle growth.

Capture as many animals as you can for the bonuses, and once your tech is up to speed you can build enough buildings to keep education going.
 
On Deity/nightmare it is best not to grow your cities too big too soon. Crime, disease and education increase significantly with city size. Some buildings are unlocked at size 6 but there is little need to grow a city beyond that in he early parts of the game. Work hammer-rich tiles, don't build food buildings, and turn citizens into specialists if necessary. That should lower city growth to a crawl.

My build queues are usually this order: 1) hammers 2) education 3) anti-crime 4) money and research buildings 5) the cheaper food, health, and anti-disease buildings IF the city is doing well on education and crime, i.e. it can handle growth.

Capture as many animals as you can for the bonuses, and once your tech is up to speed you can build enough buildings to keep education going.

Yes, i understand. But i think the education mechanics need a upgrade to storyteller in education, where the storytellers become teacher or master, or something in this way and have a improvement in your education output. Or the traits linked with research give some bonus in education. I guess.
 
On Deity/nightmare it is best not to grow your cities too big too soon. Crime, disease and education increase significantly with city size. Some buildings are unlocked at size 6 but there is little need to grow a city beyond that in he early parts of the game. Work hammer-rich tiles, don't build food buildings, and turn citizens into specialists if necessary. That should lower city growth to a crawl.

My build queues are usually this order: 1) hammers 2) education 3) anti-crime 4) money and research buildings 5) the cheaper food, health, and anti-disease buildings IF the city is doing well on education and crime, i.e. it can handle growth.

Capture as many animals as you can for the bonuses, and once your tech is up to speed you can build enough buildings to keep education going.

How is Deity (Nightmare mode) anyways, just wondering?? Is it really really hard??
 
Yes, i understand. But i think the education mechanics need a upgrade to storyteller in education, where the storytellers become teacher or master, or something in this way and have a improvement in your education output. Or the traits linked with research give some bonus in education. I guess.

Once I get back to working on traits I'd be happy to insert some education into the mix.

Realize that on lesser settings education is ridiculously easy to stay on top of as it is. That setting should make you struggle to the point of being nearly impossible.
 
How is Deity (Nightmare mode) anyways, just wondering?? Is it really really hard??

Well, kinda. The AI is teching MASSIVE and I was more then a whole era behind despite Tech Diffusion. Also, you suffer a lot from city maintenance and crime, education etc. Sadly, the AI is as bad in warfare as before. I saw my opponent having 40+ Bowman in EVERY city. If he had merged (some of them) together and promoted them correctly, he could've easily crushed me.

So in short: If the AI gets better at warfare, I think Nightmare deity is not only hard but impossible.
 
How is Deity (Nightmare mode) anyways, just wondering?? Is it really really hard??

Deity/nightmare/large map/snail speed/break pangaeas/start anywhere is quite hard but not yet as hard as vanilla BTS deity. I currently play with SVN 8196 (2 januari 2015).

The new education feature means your tech speed drops to near zero after researching only one tech, from then on you have to progress to Oral Tradition on near zero beakers per turn plus tech diffusion and luck with goody huts. That takes 30-40 turns per tech level. It means you will be really, really behind on tech compared to the AI. Even though I took over my neighbour's capital with a dozen spiked clubmen as soon as I could (pretribemaint allows you to own 2 cities with little upkeep but this is probably fixed in the latest SVN).

When the first AI reached sedentary lifestyle I was 21 techs away from it. When I reached writing, two AIs already could trade money (requiring a tech that was 26 techs away fom me).

Lack of tech also means lack of buildings to build, keeping education in the positive is a continual issue, and upkeep cost for number of cities is extremely high, so expansion is slow. You basically have to develop your economy first for each additional city, even with producing Wealth.

After writing you can buy techs from the AI in exchange for workers (which you should mass-produce for this purpose). Once you can trade money yourself, you can sell those workers for over 600 gold each, and as the AI is swimming in money by that time, it means your money problems are over, too.

I dont specialize my cities as much as I did in vanilla BTS (the rules of C2C don't reward that as much) but I do make a dedicated military city. This city has many good food and hammer-tiles, and I settle all my great generals and cultural heroes in it (unless the hero can build a hero achievement) and all combat bonus buildings, production bonus buildings and military relevant wonders. With my current military city I can build level 8 mounted units. My army consists of 40 level 8+ ballista elephants and a lot of cavalry. Those ballista elephants can in one turn move close to an enemy city, burn down its 375% defense to 50% and still have enough attacks left to soften up the defenders with ranged attack. After that my level 8 cavalry kills the defending units in the same turn. Which means I took the city without my ballista elephants taking any damage. Each conquered city immediately gives a bunch of beakers (usually almost enough for one tech) so the tech difference is shrinking rapidly. I have confidence that I can win this game.
 
The abundance of Specialists in C2C make it very difficult to specialise a city. I have tried to make cities specialise in science, doctor and spy buy all end up producing Great Prophets or Merchants because those are the specialists available in abundance from early in the game.
 
Well, kinda. The AI is teching MASSIVE and I was more then a whole era behind despite Tech Diffusion. Also, you suffer a lot from city maintenance and crime, education etc. Sadly, the AI is as bad in warfare as before. I saw my opponent having 40+ Bowman in EVERY city. If he had merged (some of them) together and promoted them correctly, he could've easily crushed me.

So in short: If the AI gets better at warfare, I think Nightmare deity is not only hard but impossible.

Yes the AI plays rather defensively. Which is not necessarily a bad thing. The AI does occasionally build a large stack of offensive units and then go conquering, but usually not at the expense of its defenses.

A human is usually much better at estimating how many defenses are needed in each area. If the AI misjudges its strategic position, and leaves cities poorly defended, humans could easily take advantage of that.

However, I have not seen the C2C use mobile defense (reinforcing the city that is threatened the most) much, like the AI does in vanilla BTS. But maybe I've not paid enough attention to it.
 
The abundance of Specialists in C2C make it very difficult to specialise a city. I have tried to make cities specialise in science, doctor and spy buy all end up producing Great Prophets or Merchants because those are the specialists available in abundance from early in the game.

Then I wonder if there is a way to limit these "abundant" ones to like 3-4 per era until Medieval -- Renaissance or some thing like that??
 
Buildings provide specialist slots. The only way to change the number is to change the buildings.

We may need to redo the population specialists anyway, but that requires that I get to that python.

We may want specialists like "gatherer supreme" which gives +1 food for every improved and worked plot in the city vicinity goes obsolete at Sedentary Lifestyle.
 
Two repeatable CTDs that may or may not be related. Using SVN Build 8224 (at least, that's what it was internally labelled - pretty sure the commit is only two days old).

No error messages that I could find, no minidumps generated. For both saves, a crash can be reliably repeated by hitting 'End Turn', regardless of what the human player does.

In both cases, I was able to continue play by going into WorldBuilder and deleting all units belonging to one civ (Carthage/Team 5 in Crash 1, America/Team 2 in Crash 2), since I noted from the logs that it was in the midst of their turns that the crash was reliably happening. Fortunately, this isn't at all a serious game, so I can keep pressing ahead and maybe generating more crash data.

I've made two XML modifications, though I doubt they're particularly relevant:
- Butchery has been modified to produce Lard in addition to Raw Meat.
- Grand Fire Festival has been modified to be active on Krakatoa in addition to Active and Dormant Volcanoes.

I retested both using the latest commit (as of about thirty minutes ago); no changes to either crash.
 

Attachments

In both cases, I was able to continue play by going into WorldBuilder and deleting all units belonging to one civ (Carthage/Team 5 in Crash 1, America/Team 2 in Crash 2), since I noted from the logs that it was in the midst of their turns that the crash was reliably happening. Fortunately, this isn't at all a serious game, so I can keep pressing ahead and maybe generating more crash data.

Ill check tomorrow on these units.
 
I'll look at the crashes when I can but time is crunched a bit so I beg some more patience.

@Sparth: Many of the animals are looking whacked out with what I presume are textures that are sized too small for them so don't fit them correctly. Elephants are a prime example. There are many more. Just something to look into.
 
I have a camel improvement but don't appear in the city.

Do you have the tech that allows camel to be traded? If not then it is working as intended. There are many resources in C2C like this, copper and melons are two others that you can see and improve before you can trade.
 
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