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

Great General (native) are PINK when born / / /

Also Mosaic Working and have NO words and Heraldry wrong words . . )personally i like the words that are there BUT the words in the Tech itself needs to be changed . .

fixed
 
SVN 8547
Resources on / in mountains used to hover above the graphics.
Recently, they appeared more realistic as they seemed to be embedded on the graphic surface of the mountains. Suddenly, they appear to be hovering above the mountain graphics again.
 
My rogue wants to pass through a wooden palisade 'defended' by outriggers, but apparently he has to kill them all first:crazyeye:
 
My rogue wants to pass through a wooden palisade 'defended' by outriggers, but apparently he has to kill them all first:crazyeye:

One could argue, that there are people on the outriggers - so they should be killed before your rogue can move. :rolleyes::mischief:
 
One could argue, that there are people on the outriggers - so they should be killed before your rogue can move. :rolleyes::mischief:

Outriggers in land combat are effectively zero-strength. Other zero-strength units can be defeated en masse ie. the whole stack at once.

I wouldn't mind, conversely, if the rogue could just move through the undefended palisade without combat, as he can through a city (I'm not at war with this civ). That would be win-win:).

Anyway, you were kidding, so never mind, but those two points are I guess worth making...
 
Maybe it would be worth reducing a bit the number of game options (merging some, making some always active, etc.)? I think there are also a number of options that are currently considered broken or at the very least not maintained (advanced start, traits, etc.) that could be deactivated by default and set to invisible - up to anyone to work on them one day, but in the meantime they don't confuse modders and new players.

I would remove the Advanced Economy option completely and a few others maybe.
Some options are already hidden and on as default i would just make those non optional.

But there are also all the Bug-Options.
 
So i'm progressing in my GEM game - aiming for Globalization now.

I used 2 Great Merchants to discover Consumerism in 1 turn, and next turn i used 2 Great Merchants to discover Applied Economics (in 1 turn as well).

After processing next turn i was very supripsed by message that some of my cities are contemplating revolution - opening city advisor i saw happiness of half of my cities in deep red.

It appeared that applied economics obsoleted markets, grocers, bazaars and craft huts, and auto build buildings Demand - Market (and such, 4 total) gave me big unhappiness - 0.35 (2 of them) per citizen, and 0.5 per citizen 2 other.

Those demand buildings are auto replaced by market type of buildings as description says.

I thought myself - fine, more challenge, and started building supermarkets and malls to counter unhappiness - as described those are replacing bazaars, markets etc. I thought that they would be replacing "demand" bulidings, but they were not - "demand" ones still stay in my cities, ignoring supermarkets and malls in same cities, thus making game completely unplayable from that point. Recalculating didn't help.

I think this particular building chain should be looked upon ASAP as this is really game breaking.

I ran test - loaded game few turns back where i just discovered consumerism, and built mall and supermarket, then used 2 great merchants to discover applied economics - no unhappiness showed up, i ended turn to check for autobuilds - and "demand" ones were autobuilt in cities i have supermarket and mall, so they are NOT replacing demand ones.

Savegame needed?
 
So i'm progressing in my GEM game - aiming for Globalization now.

I used 2 Great Merchants to discover Consumerism in 1 turn, and next turn i used 2 Great Merchants to discover Applied Economics (in 1 turn as well).

After processing next turn i was very supripsed by message that some of my cities are contemplating revolution - opening city advisor i saw happiness of half of my cities in deep red.

It appeared that applied economics obsoleted markets, grocers, bazaars and craft huts, and auto build buildings Demand - Market (and such, 4 total) gave me big unhappiness - 0.35 (2 of them) per citizen, and 0.5 per citizen 2 other.

Those demand buildings are auto replaced by market type of buildings as description says.

I thought myself - fine, more challenge, and started building supermarkets and malls to counter unhappiness - as described those are replacing bazaars, markets etc. I thought that they would be replacing "demand" bulidings, but they were not - "demand" ones still stay in my cities, ignoring supermarkets and malls in same cities, thus making game completely unplayable from that point. Recalculating didn't help.

I think this particular building chain should be looked upon ASAP as this is really game breaking.

I ran test - loaded game few turns back where i just discovered consumerism, and built mall and supermarket, then used 2 great merchants to discover applied economics - no unhappiness showed up, i ended turn to check for autobuilds - and "demand" ones were autobuilt in cities i have supermarket and mall, so they are NOT replacing demand ones.

Savegame needed?

I thought I had already done that. Perhaps I did not add them to the SVN. I will check. Lucky I slept in today, I am supposed to be 400km west of here by now.

edit they are in there. Bazaar and Crafts Hut upgrade to Mall as do their demand buildings.:confused: Same for the rest. They were tested. All I can suggest is that you remove the Demand folder from the My_Mods folder and I will look at it in 2-3 weeks when I get back.
 
SVN 8559.

Noble unit - red blob.
 
Note: I'm using the lastest version that was posted to one of the threads (too tired to look it up, but thank you to whomever did that) in the last day or so, and am not on the SVN.

1)
I presume this is some sort of setting I'm not familiar with... but when I use subdued animals to build myths or snake charmer I get no sound and the following message: "Audio System: Could not setup 3D system with handheld 5". Never got that before with actual release versions. Also I have no other audio issues (everything else plays correctly and looks correct in the Audio options).

2)
In the middle of prehistoric (3% or so of the game done) Spiked Clubmen and Tracker era, I had an end of turn with the running man curser that went on for 7 minutes (far, far longer than any other turn) before I killed the game via Task Manager. Not sure if it is repeatable and too tired to try.
 
I thought I had already done that. Perhaps I did not add them to the SVN. I will check. Lucky I slept in today, I am supposed to be 400km west of here by now.

edit they are in there. Bazaar and Crafts Hut upgrade to Mall as do their demand buildings.:confused: Same for the rest. They were tested. All I can suggest is that you remove the Demand folder from the My_Mods folder and I will look at it in 2-3 weeks when I get back.

Aye, thanks a lot, removed those folders and everything works fine again.

Btw, i don't understand why bazaars and markets should go obsolete at applied economics - they still exist even in modern time. Replaced by malls and supermarkets - yes, ofc, but if there is no mall in city - people would find a place to trade almost automatically.
 
Aye, thanks a lot, removed those folders and everything works fine again.

Btw, i don't understand why bazaars and markets should go obsolete at applied economics - they still exist even in modern time. Replaced by malls and supermarkets - yes, ofc, but if there is no mall in city - people would find a place to trade almost automatically.

Agreed, infact in this part of the area, we have what they call Farmers Markets, and Flea Markets every summer.
 
Aye, thanks a lot, removed those folders and everything works fine again.

Btw, i don't understand why bazaars and markets should go obsolete at applied economics - they still exist even in modern time. Replaced by malls and supermarkets - yes, ofc, but if there is no mall in city - people would find a place to trade almost automatically.

Agreed. Where I live there are malls, an extremely large bazaar (you can walk for an hour and still not see all of it) and a market. Malls is generally where the shops from the large retail chains are located, while the bazaar and the market are where the individual salespeople set up shop.
 
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