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

I attacked an AI unit that had self-heal II and reduced it to 0.36/8 strength (something like that anyway). I suspect it has lost 100HPs or more, because (ie. here's the bug) I am unable to attack it any more. Units that could attack it are prevented from entering its tile (although mouseover with go-to button or right-click says they can enter the tile without attacking).
At some point a while back I was pretty confident this was corrected but I believe older units that were in the game and modified by a healing promo like that before the fix could still be problematic without going through and creating a recalculation mechanism for units. I don't THINK the problem persists for newer units entering the game now.

Another game, another repeatable crash after EoT ...

Latest SVN (updating SVN didn't prevent crash).
GEM map, custom civ megapack from modmods section. Already using xml for similar unit graphic styles (was posted above for possible problems with animations bugs).
Tried recalculating - didn't help either.
It occurred to me a while back that it might've been a false read that the compiler gave that I was getting the crash in the exe on your last crash save. The reason being that you had renamed your mod file and I may need to therefore completely recompile just to test your game because its played on a renamed mod. Is this save from a game played with a mod folder named as it originally was by the SVN?
 
At some point a while back I was pretty confident this was corrected but I believe older units that were in the game and modified by a healing promo like that before the fix could still be problematic without going through and creating a recalculation mechanism for units. I don't THINK the problem persists for newer units entering the game now.


It occurred to me a while back that it might've been a false read that the compiler gave that I was getting the crash in the exe on your last crash save. The reason being that you had renamed your mod file and I may need to therefore completely recompile just to test your game because its played on a renamed mod. Is this save from a game played with a mod folder named as it originally was by the SVN?

Sorry, my bad, i should've specified that - folder name is 'Caveman2Cosmos v20'
Got used to that name over years.
 
My point is that it may be making it require an extra 30 minute step to debug anything taking place in your game. (And ironically it also might be the cause of the problem but once you have started a game on a mod file name I don't know of a way to hack it to work with a different name thereafter.)
 
My point is that it may be making it require an extra 30 minute step to debug anything taking place in your game. (And ironically it also might be the cause of the problem but once you have started a game on a mod file name I don't know of a way to hack it to work with a different name thereafter.)

Oh. Wasn't aware of that. So you can't just rename C2C folder to my name and run game? I have no idea how debug works here ...

Anyway next game i start ill rename folder to original name.
 
Oh. Wasn't aware of that. So you can't just rename C2C folder to my name and run game? I have no idea how debug works here ...

Anyway next game i start ill rename folder to original name.

You have to run a game to debug it and a game won't allow you to run it if it isn't run under the same folder name as it was generated with. This causes a disconnect in the debug build so may be causing me some problems - basically I have to generate a whole new debug dll after renaming my mod file to match the one yours is run under then run the game under the newly generated dll - it can get a little befuddling and extremely fiddly. And it's only in retrospect that I'm realizing the last attempt may have failed to find the issue for this reason as I had not created a new debug dll to run under.
 
Oh. Wasn't aware of that. So you can't just rename C2C folder to my name and run game? I have no idea how debug works here ...

Anyway next game i start ill rename folder to original name.

Yes, I had some problems when I first started playing C2C over a year ago. Instead of using the folder 'Caveman2Cosmos', I used 'C2C'. Played alright to begin with, then I started getting weird errors.

It was only when I was checking some XLM and others files, for something not related to the problem - that I realised some referances required a 'Caveman2Cosmos' folder.

Cannot remember what those files were now.

And this is before considering any debugging problems.
 
A question - in my new game subdued animals do not spawn in nearest city, but instead they spawn on a tile with unit that subdued them. Is it intended?

Asking cause i didn't see it in SVN notes.
 
A question - in my new game subdued animals do not spawn in nearest city, but instead they spawn on a tile with unit that subdued them. Is it intended?

Asking cause i didn't see it in SVN notes.

It is actually the way C2C was intended to be played as it slows down your exploration. You need to move the subdued animals back to your territory and then to the city you want to use them in.

The AI understands and works OK with this.

It is actually optional and can be changed in your A_New_Dawn_GlobalDefines.XML file found in the Assets/XML folder. The actual items that need changing can be found in the concepts page of the pedia.

The fact that it has changed means that I probably copied my test version of that file into the SVN by mistake. It will need to be backed out. Sorry about that. It has many changes that should not be there including that I turned off Neanderthals.:blush:

After playing with this capture mechanism on I think it should be changed to require you to escort the animals back to a city up until you get Sedentary Lifestyle or other suitable tech. After that the subdued animals should teleport. I find it becomes a bit too much micro management of units.
 
It is actually the way C2C was intended to be played as it slows down your exploration. You need to move the subdued animals back to your territory and then to the city you want to use them in.

The AI understands and works OK with this.

It is actually optional and can be changed in your A_New_Dawn_GlobalDefines.XML file found in the Assets/XML folder. The actual items that need changing can be found in the concepts page of the pedia.

The fact that it has changed means that I probably copied my test version of that file into the SVN by mistake. It will need to be backed out. Sorry about that. It has many changes that should not be there including that I turned off Neanderthals.:blush:

After playing with this capture mechanism on I think it should be changed to require you to escort the animals back to a city up until you get Sedentary Lifestyle or other suitable tech. After that the subdued animals should teleport. I find it becomes a bit too much micro management of units.

I have played C2C since beginning and i ofc remember that from early C2C. I just asked since as i said i haven't seen it in options. And i agree that it is much more realistic than teleporting into city.
 
I have played C2C since beginning and i ofc remember that from early C2C. I just asked since as i said i haven't seen it in options. And i agree that it is much more realistic than teleporting into city.

It can't be implemented as an game option at the moment. It is mentioned in the pedia pages and I think I have now added it to the C2C - Options document. :D I try and add a bit more each other day to that document.
 
See attachments for screenshots. Playing latest SVN (version 8419, downloaded yesterday)

When I conquered a city (Mohawk), the stone tool maker in my own capital (Copenhagen) had 1/1/5 hammers/money/science. The stone tool maker in the conquered city (Mohawk) had 3/1/5 hammers/money/science. Then I researched a tech that gave me +1 hammer on stone tool maker. The result: the stone tool maker in Copenhagen became 2/1/5 and the one in Mohawk became 4/1/5. Save/reload did not fix the discrepancy.

Apparently, stone tool maker keeps the bonuses from the old owner's tech on conquest but still gets changed whenever a tech is researched that changes the buildings' bonus.

This is an old bug, and what I remember from earlier C2C games, also affects other buildings. Whenever a city is conquered, the game forgets to recalculate the bonuses of all present buildings towards the player's tech.
 

Attachments

  • stonetools1.jpg
    stonetools1.jpg
    411.4 KB · Views: 55
  • stonetools2.jpg
    stonetools2.jpg
    400.1 KB · Views: 122
See attachments for screenshots. Playing latest SVN (version 8419, downloaded yesterday)

When I conquered a city (Mohawk), the stone tool maker in my own capital (Copenhagen) had 1/1/5 hammers/money/science. The stone tool maker in the conquered city (Mohawk) had 3/1/5 hammers/money/science. Then I researched a tech that gave me +1 hammer on stone tool maker. The result: the stone tool maker in Copenhagen became 2/1/5 and the one in Mohawk became 4/1/5. Save/reload did not fix the discrepancy.

Apparently, stone tool maker keeps the bonuses from the old owner's tech on conquest but still gets changed whenever a tech is researched that changes the buildings' bonus.

This is an old bug, and what I remember from earlier C2C games, also affects other buildings. Whenever a city is conquered, the game forgets to recalculate the bonuses of all present buildings towards the player's tech.

Did you try doing a Re-Calc? Shift/Ctrl/T iirc.

JosEPh
 
Last time I tried that it worked. But it is still a bug.

I understand. But unfortunately I don't know if T-Brd and DH can fix it. I think this is in the AIAndy and Koshling coding. Hope I'm wrong.

JosEPh
 
conquered last Egyptian city, civ destroyed, they have/had slavery
next turrn all my cities have 3 ppl as slaves, and I need to open city screen of all of my cities and change it back manually to "normal" ppl.

edit:
not all cities, but sevral, conusing.

great scientists was born ina barbarian city
hmmm.......
 
conquered last Egyptian city, civ destroyed, they have/had slavery
next turrn all my cities have 3 ppl as slaves, and I need to open city screen of all of my cities and change it back manually to "normal" ppl.

edit:
not all cities, but sevral, conusing.

great scientists was born ina barbarian city
hmmm.......

The slavery world view buildings are set to "never capture".

Please check your XML Assets/Modules/DancingHoskuld/Captives/Captives_CIV4BuildingInfos.XML. The first two buildings should have the tags <bNeverCapture>1</bNeverCapture>. If they don't then that could be the problem.

Please report back either way.
 
See attachments for screenshots. Playing latest SVN (version 8419, downloaded yesterday)

When I conquered a city (Mohawk), the stone tool maker in my own capital (Copenhagen) had 1/1/5 hammers/money/science. The stone tool maker in the conquered city (Mohawk) had 3/1/5 hammers/money/science. Then I researched a tech that gave me +1 hammer on stone tool maker. The result: the stone tool maker in Copenhagen became 2/1/5 and the one in Mohawk became 4/1/5. Save/reload did not fix the discrepancy.

Apparently, stone tool maker keeps the bonuses from the old owner's tech on conquest but still gets changed whenever a tech is researched that changes the buildings' bonus.

This is an old bug, and what I remember from earlier C2C games, also affects other buildings. Whenever a city is conquered, the game forgets to recalculate the bonuses of all present buildings towards the player's tech.

It's fixable but it's a b**ch to fix. Now that it's mentioned I imagine I'll look into it at some point. I'm on a bit of a modding break for a bit but it should be added to the bug list and eventually addressed nevertheless.
 
Back
Top Bottom