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

SVN 8591, Caveman2Cosmos folder, repeatable CTD just by pressing end-turn.

Edit: And now it's not. I think it was related to my having files in MyMods, which clearly hates me. :(

show a pic of how you have them set up then?
 
As literally unexciting as you see below (before I moved the folder to avert the CTDs, of course).
 

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Then that would probably be it. Thank you!
 
Quick check of the religions in the latest SVN version - the tech icons for Andeanism and Rodnovera both have the little praying hands in the bottom right, as opposed to simply being identical to the religion icon. The Druidism tech icon also has a white background, instead of none at all.

Further, the "Mormon" tech should probably be called "Mormonism", as even the tech's strategy text calls it that. Likewise, "Druidic Traditions" (the religion) should simply be called "Druidism", in keeping with its founding tech and the other religions.
 
Quick check of the religions in the latest SVN version - the tech icons for Andeanism and Rodnovera both have the little praying hands in the bottom right, as opposed to simply being identical to the religion icon. The Druidism tech icon also has a white background, instead of none at all.

Further, the "Mormon" tech should probably be called "Mormonism", as even the tech's strategy text calls it that. Likewise, "Druidic Traditions" (the religion) should simply be called "Druidism", in keeping with its founding tech and the other religions.

All religion techs should have two icons. One for when the religion has not been founded, that icon has the praying hands; and one for when the religion has been founded, which is the icon without the preying hands. In vanilla BtS they just use the tech icon when the religion has been founded and the religion icon when it has not, but they have the religions on normal techs there.
 
I thought "non-founded" religions were greyed out on the religion page (F7), if you have them visible at all. I don't think I've ever seen the icons with the little praying hands before.
 
Fair enough. The localisation issues are still a thing though. :)
 
Hi, i updated v35 + SVN to latest version today, cause the city screen was miscalculating... in v35? So it changed a lot and my save game still works, but the miscalculating bug is still in. So look when i build a market or anything else what had +1% with the resource shoes or any other +1% then it says it will give me actual like 10.99 gold (Normaly 1 Gold). Some +1% because i have the resources that should boost the revenue. I think it should increase the city gold by 1%. But when i build the market always the market or any other building what should increase the revenge by +1% when you have the resources will only give the normal main amount of cash, so it gives only 1 gold more to the city, not 10 gold per turn as told in "actual" , this economy system is not working or do i need a special governorment type or anything that will make it work? It says it will increase the city wealth by +1% or it will increase the city gold +1%. Hover over the building tells you actuall +10.99 gold if you build it. So all buildings that schould give more +1% bounses with resources are wrong calculated in game? Wrong counted? Look the market building and other buildings, they only give 1 gold but should give actual 6 or so... any idear how that can be fixed or what do i need to get the +1% bounses?

Do i need to delete the cache before loading the save game in the updates C2C version? Edit: (No cache was new, cant be the problem)
 
The arsonist is strength 8 and shows up at Oil Lamps which is before Bronze Working:mad:. I suppose he's been moved to here from about an era later, but he should obviously be strength 5 at most (and that must have been obvious when he was moved).

Want me to 'fix' him?
 
Hi, i updated v35 + SVN to latest version today, cause the city screen was miscalculating... in v35? So it changed a lot and my save game still works, but the miscalculating bug is still in. So look when i build a market or anything else what had +1% with the resource shoes or any other +1% then it says it will give me actual like 10.99 gold (Normaly 1 Gold). Some +1% because i have the resources that should boost the revenue. I think it should increase the city gold by 1%. But when i build the market always the market or any other building what should increase the revenge by +1% when you have the resources will only give the normal main amount of cash, so it gives only 1 gold more to the city, not 10 gold per turn as told in "actual" , this economy system is not working or do i need a special governorment type or anything that will make it work? It says it will increase the city wealth by +1% or it will increase the city gold +1%. Hover over the building tells you actuall +10.99 gold if you build it. So all buildings that schould give more +1% bounses with resources are wrong calculated in game? Wrong counted? Look the market building and other buildings, they only give 1 gold but should give actual 6 or so... any idear how that can be fixed or what do i need to get the +1% bounses?

Do i need to delete the cache before loading the save game in the updates C2C version? Edit: (No cache was new, cant be the problem)
I thought on this for a while then realized I think I do understand what's taking place.

When % gold modifiers go into a total of -0% in a particular city they become a flat gold modifier. At that point there are no other % modifiers in play in that city so there's nothing to adjust them to be anything more than +/- the same flat number.

So if your city has an overall total of -%, all % modifiers will only end up being +/- modifiers of the same amount until 0 is exceeded. Ex:

City has base 20 gold income.

It has +5% from one building and -10% modifier from another.

The city would be generating 15 gold. 5+-10% = -5% modifier total = -5 gold total from base amount. 20-5 = 15.

Then if a +1% modifier came in, the 'actual' would not understand that this city is actually in negative total modifiers so +1% would mean +1 gold. (-4% modifier = -4 gold. 20-4=16.)

If you were to build then another building that gave +5%, you'd be going into the positive by one. 1% modifier on 20 base gold = +2 gold. 20+2=22.

Does this sort out what you're experiencing?

The arsonist is strength 8 and shows up at Oil Lamps which is before Bronze Working:mad:. I suppose he's been moved to here from about an era later, but he should obviously be strength 5 at most (and that must have been obvious when he was moved).

Want me to 'fix' him?
Damn... someone noticed my secret ;) Not saying I set it up that way. The other modders, in love with unit limits, were happy to leave it there. I agree... somewhat. What are swords at at this stage?
 
Damn... someone noticed my secret ;) Not saying I set it up that way. The other modders, in love with unit limits, were happy to leave it there. I agree... somewhat. What are swords at at this stage?

There aren't any swords, unless you count obsidian ones (str 4 I believe, but they're not real swords, and I've never had them anyway...). The only str 5 units you have are spearman and javelineer, plus any riders you may have.

The only other units that are 8+ are mammoth riders (none on my continent) and ancient-era heroes.
 
I thought on this for a while then realized I think I do understand what's taking place.

When % gold modifiers go into a total of -0% in a particular city they become a flat gold modifier. At that point there are no other % modifiers in play in that city so there's nothing to adjust them to be anything more than +/- the same flat number.

So if your city has an overall total of -%, all % modifiers will only end up being +/- modifiers of the same amount until 0 is exceeded. Ex:

City has base 20 gold income.

It has +5% from one building and -10% modifier from another.

The city would be generating 15 gold. 5+-10% = -5% modifier total = -5 gold total from base amount. 20-5 = 15.

Then if a +1% modifier came in, the 'actual' would not understand that this city is actually in negative total modifiers so +1% would mean +1 gold. (-4% modifier = -4 gold. 20-4=16.)

If you were to build then another building that gave +5%, you'd be going into the positive by one. 1% modifier on 20 base gold = +2 gold. 20+2=22.

Does this sort out what you're experiencing?

No, must be a bug, anything of the +1% buildings you build will not increase the +% from buildings. I count +21% of all buildings i already build in city and where i have the resources on right side (Empire wide), no -% buildings in this city, also the city is in +5% all over. But it only displays +15% from buildings (Lower level in text not the upper 15% should go into the lower as graphic symbol is the same there) as you see... remember i should have +21%, when i build a bridal shop and a market, should give 5 more, i have eggs, dried fish and dried meat for the market and +2% on the bridal shop as resources, or do i need the resources not empire wide and i need it in city directly?

City looks like this: (Hover mouse over the cash)

Base Commerce 66
+ 15% from buildings
+ 10% from civics
+ 24 from Specialists (without%)
----------------------------------
100% of 105 = 105.00
+ 10 from Specialists
+ 4 from Religion
+ 137 from Buildings
- 1 free commerce
----------------------------------
Base Gold 255.00
+ 15% from Buildings (Dont increase dosent matter how many +1% buildings you build)
- 10% for Revolutionary leader
- 30% from Civics
+ 30% from Capital
----------------------------------
Total Gold 267.75

Its a bug i think, the +1% building system is not working and will not give the resource +1% bonuses as told... should be fixed, hurry up i want to game on. ;-)

Ok i added alot of +% buildings in the worldbuilder to the city, none is increasing the gold revenue, so looks really like a bug. Also its not inceasing the +% from buildings in hover text. It still only give the normal building gold ammounts like jewelry shop +4, Grocer +1 and so on... but its not increasing the overall income of the city as counted and displayed +% if you have the required resources, in city or empire wide. (Right side in city screen)

Or should it work the way that the +1% should increase the market normal gold of 1 by 1%? Should be useless then... 1 + 1% = 0.01 = 1.01 Gold when you got eggs? Eggs should give +1% to city income when you build a market and have eggs, i got them in city and empire wide 17 eggs, so i think and hope it should be the way that +1% will increase the city income by 1% not the market income by 1% or? The actual display tells that, the ammount is counted as the income of the city is increased by+%. Otherwise all +1% buildings bonuses shoul be changed to +1 Gold when you have the required resource. So the market will create more income with more resources. Maybe change +% to +1Gold if you cant fix.

Btw, i think i created the largest and most detailed world map for C2C available currently, any way to remove all the units and citys from it fast in Worldbuilder or so and possible to upload it here?
 
Hi, i updated v35 + SVN to latest version today, cause the city screen was miscalculating... in v35? So it changed a lot and my save game still works, but the miscalculating bug is still in. So look when i build a market or anything else what had +1% with the resource shoes or any other +1% then it says it will give me actual like 10.99 gold (Normaly 1 Gold). Some +1% because i have the resources that should boost the revenue. I think it should increase the city gold by 1%. But when i build the market always the market or any other building what should increase the revenge by +1% when you have the resources will only give the normal main amount of cash, so it gives only 1 gold more to the city, not 10 gold per turn as told in "actual" , this economy system is not working or do i need a special governorment type or anything that will make it work? It says it will increase the city wealth by +1% or it will increase the city gold +1%. Hover over the building tells you actuall +10.99 gold if you build it. So all buildings that schould give more +1% bounses with resources are wrong calculated in game? Wrong counted? Look the market building and other buildings, they only give 1 gold but should give actual 6 or so... any idear how that can be fixed or what do i need to get the +1% bounses?

Do i need to delete the cache before loading the save game in the updates C2C version? Edit: (No cache was new, cant be the problem)

No, must be a bug, anything of the +1% buildings you build will not increase the +% from buildings. I count +21% of all buildings i already build in city and where i have the resources on right side (Empire wide), no -% buildings in this city, also the city is in +5% all over. But it only displays +15% from buildings (Lower level in text not the upper 15% should go into the lower as graphic symbol is the same there) as you see... remember i should have +21%, when i build a bridal shop and a market, should give 5 more, i have eggs, dried fish and dried meat for the market and +2% on the bridal shop as resources, or do i need the resources not empire wide and i need it in city directly?

City looks like this: (Hover mouse over the cash)

Base Commerce 66
+ 15% from buildings
+ 10% from civics
+ 24 from Specialists (without%)
----------------------------------
100% of 105 = 105.00
+ 10 from Specialists
+ 4 from Religion
+ 137 from Buildings
- 1 free commerce
----------------------------------
Base Gold 255.00
+ 15% from Buildings (Dont increase dosent matter how many +1% buildings you build)
- 10% for Revolutionary leader
- 30% from Civics
+ 30% from Capital
----------------------------------
Total Gold 267.75

Its a bug i think, the +1% building system is not working and will not give the resource +1% bonuses as told... should be fixed, hurry up i want to game on. ;-)

Ok i added alot of +% buildings in the worldbuilder to the city, none is increasing the gold revenue, so looks really like a bug. Also its not inceasing the +% from buildings in hover text. It still only give the normal building gold ammounts like jewelry shop +4, Grocer +1 and so on... but its not increasing the overall income of the city by the counted and displayed +% if you have the required resources, in city or empire wide. (Right side in city screen)

Or should it work the way that the +1% should increase the market normal gold of 1 my 1%? Should be useless then... 1 + 1% = 0.01 = 1.01 Gold when you got eggs? Eggs should give +1% to city income when you build a market and have eggs, i got them in city and empire wide 17 eggs, so i think and hope it should be the way that +1% will increase the city income by 1% not the market income by 1% or? The actual display tells that, the ammount iscounted as the income of the city is increased by+%. Otherwise all +1% buildings bonuses shoul be changed to +1 Gold when you have the required resource. So the market will create more income with more resources. Maybe change +% to +1Gold if you cant fix.

Btw, i think i created the largest and most detailed world map for C2C available currently, any way to remove all the units and citys from it fast in Worldbuilder or so and possible to upload it here?

I fixed a few issues in that area recently but those fixes made older saves even more broken. Try if you can notice those issues in a new game.
 
Yeah, I was going to say at this point that Alberts has been the one looking into that stuff more recently. I'd defer to his judgement since my theorized cause has been shown incorrect.
 
Cleaning my C2C large world map scenario now, will try new game after finished. ;-) Will post the scenario map here when fininshed.
 
Did you removed the Guild-System in C2C? Always when i load the scenario the guild option is disabled/gone? Also random seed by reload is gone when i load the scenario. Hmm when i load a save game then Guilds and New Random Seed after Reload still in, when i load the scenario directly its missing normal od should Guilds and Random Seed be disabled in C2C?
 
Did you removed the Guild-System in C2C? Always when i load the scenario the guild option is disabled/gone? Also random seed by reload is gone when i load the scenario.

Most players use the Custom Game set up Options.

Scenario are special WB saves that a modder has set up to their specifications.

JosEPh
 
Most players use the Custom Game set up Options.

Scenario are special WB saves that a modder has set up to their specifications.

JosEPh

I did set it up in WB to Guilds + New Random Seed, when i load the C2C Mod and load then the scenario the Guilds and New Random Seed is not in the scenario, if i go again to the WB and add it again and then go back to game and save the game then it works in the save game if i load that, but dont works in the scenario. So maybe bug in C2C or you disabled it anyhow as you load the Mod to pervent Guilds and New Random Seed to happen? I need to know before i release the scenario...

Exactly i need to know should i release the scenario file that i created or a save game of the scenario with Guilds and New Random Seed? Will it bug the save game if Guilds and New Random Seed is in it? If you disabled Guild System in C2C it may bug the game...

Scenario/Map will be released here:

C2C - UWM - Ultimate World Map by Pit2015

http://forums.civfanatics.com/showthread.php?t=549562

Stay tuned.
 
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