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

A few files are missing now.

Code:
RESMGR: Scene file Art/Structures/Cities/native_lot.nif failed to load. Reason: (code:1) Cannot open file.
RESMGR: Scene file Art/Structures/Buildings/Great_Bath/bath_middle_east_water.nif failed to load. Reason: (code:1) Cannot open file.
RESMGR: Scene file Art/Structures/Improvements/Gatherers/Camp_fx.nif failed to load. Reason: (code:1) Cannot open file.
RESMGR: Failed loading file Art/Structures/Improvements/Gatherers/Camp.kfm. Error message: A file I/O error occurred.


Edit:

Another one
Code:
RESMGR: Scene file Art/Units/edunits/african_horsearcher/africanarcherhorse_fx.nif failed to load. Reason: (code:1) Cannot open file.
 
A few files are missing now.

Code:
RESMGR: Scene file Art/Structures/Cities/native_lot.nif failed to load. Reason: (code:1) Cannot open file.
RESMGR: Scene file Art/Structures/Buildings/Great_Bath/bath_middle_east_water.nif failed to load. Reason: (code:1) Cannot open file.
RESMGR: Scene file Art/Structures/Improvements/Gatherers/Camp_fx.nif failed to load. Reason: (code:1) Cannot open file.
RESMGR: Failed loading file Art/Structures/Improvements/Gatherers/Camp.kfm. Error message: A file I/O error occurred.


Edit:

Another one
Code:
RESMGR: Scene file Art/Units/edunits/african_horsearcher/africanarcherhorse_fx.nif failed to load. Reason: (code:1) Cannot open file.

Tnx Alberts, Ill add these files back today and test again.
 
1. AI builds way too many scouts/chasers/entertainers (stacks of 20-54 of them all around), and they keep sitting in stacks near or inside their cities. At the same time it expands way too slow.
2. Hidden nationality - i think im asking this 159th time - please make it an option, or maybe make ambushers/rogues to have -90% penalty with regular troops. In early game, where AI doesn't have strong units, player make highly promoted 1 or 2 rogues/ambushers very fast and they can abuse all they want out of neighbout AIs till medieval or so. I like idea of criminal troops but it need to have limitations, as it is now they are invincible. Same regards Warlord line of units.

4. Very very game breaking - at end of prehistoric and till classical - barbarian cities spawning very fast, often without any defenders, and even with defenders - they are easy prey since by start of ancient player has 2-3 highly promoted troops vs generals. AI doesnt seem to go hunting after those cities. They give endless supply of captives, both civilian and military, giving huge boost on free cities growth in no time, and on finishing wonders. Not to mention free techs.

Those problems (except 1st point) are in game for last year or maybe two. They make every game very very easy.

the game just immediately crashes when loading a save.

the AI definitely builds way to many units. and they just sit outside the city, like 20 units sitting there doing nothing including scouts and hunters who should be out walking around so they get way behind in buildings and that makes them behind in everything else. i can easily conquer all the surrounding civ with one super promoted general unit and have 20 citys before they have 2, half of those from settlers. they just don't build buildings. they have tons of useless units but no buildings even the basic ones. on the hardest difficulty i can have 3 times there score by the classical era and maxed out cites with 10+ pop when they have one with 6. they dot even build gatherers or production and research buildings just more crappy units.:dunno:

Yeah i'd have to agree (see attached) i am at WAR with the Vikings, as you can see they are everywhere, but DO NOT attack??
 
I had that issue too. A Mayan city on my border had 42 longbowmen in it, until suddenly it didn't and I was able to capture it with a bunch of onagers and heavy swordsmen. The 42 longbowmen were off lurking elsewhere for some reason.

I agree as well that they're stacking too many units on resources. I seized the Celts' only city, which had half a dozen cheap units in it, when they had 20-some decent units out in the countryside, not even blocking the routes to the city. That's simply a failure in AI sense.

Lastly, with the severe nerfs in city size in C2C, army sizes on the Demographics are pretty much always larger than the actual populations in play. The army numbers need to be just as severely nerfed as well, otherwise it leads to ridiculous sights, such as in my screen below.
 

Attachments

  • C2C Demographics.jpg
    C2C Demographics.jpg
    278.4 KB · Views: 74
It's possible they just guard their improved plots or just the resources to much.

No i dont think thats it at all, because if you look at my attached, there are large sums of units that are not even ON resources just standing around doing nothing, but wasting space in the forest, or the likes??

Is there anyway to go BACK to the ORIGINAL AI BtS, and compare the AI there to ours, because back then they were much much much more fierce?????
 
I believe Afforess just addressed that particular issue in AND.
 
Oh, fair enough, then. This issue should be able to be fixed, though.
 
I would tend to agree. There's so much new stuff that the AI doesn't seem to know how to keep up, e.g. in my German game, I have a couple of size-30+ cities and several in the 20s, yet the AI civs only seem to have a couple of cities in the 20s between them. Then you add that to the fact that they'll staff a city with hordes of animals or with just a few units and leave tens of units arranged outside their city to be so easily bypassed by the player.

On a different note, I had a European Great General who showed up as just a big red blob (rev. 7916, just prior to the big FPK clean-up).
 

Attachments

  • C2C Great General bug.jpg
    C2C Great General bug.jpg
    116.4 KB · Views: 66
I would tend to agree. There's so much new stuff that the AI doesn't seem to know how to keep up, e.g. in my German game, I have a couple of size-30+ cities and several in the 20s, yet the AI civs only seem to have a couple of cities in the 20s between them. Then you add that to the fact that they'll staff a city with hordes of animals or with just a few units and leave tens of units arranged outside their city to be so easily bypassed by the player.

On a different note, I had a European Great General who showed up as just a big red blob (rev. 7916, just prior to the big FPK clean-up).

Yeah, crime, fire, pollution, bombardment, healers, heroes, great generals, so much stuff that ai just cant know what to do. The game becomes a sand box where, even with a weak nation, you can win because the Ai cant protect yourself. I sugest stop the new stuff, fix the bugs, cut some options that ai cant use and rewrite parts of ai to become more challenger. I play C2C about 5 years and i can say this is the worst AI of all time.
 
Not keeping a large number of units in the cities is standard BtS behaviour. Having them near by two or three cities means that they can be moved to defend any of them.

The problem therefore is "Why aren't they moving to defend the city?"

I sugest stop the new stuff, fix the bugs, cut some options that ai cant use and rewrite parts of ai to become more challenger.

This is what v35 was about and the result was that we lost about a third of the modding team. Not everyone can work on the bugs so what do they do instead? What happened was they lost interest and either moved to other mods or went off to something else entirely.
 
Not keeping a large number of units in the cities is standard BtS behaviour. Having them near by two or three cities means that they can be moved to defend any of them.

The problem therefore is "Why aren't they moving to defend the city?"



This is what v35 was about and the result was that we lost about a third of the modding team. Not everyone can work on the bugs so what do they do instead? What happened was they lost interest and either moved to other mods or went off to something else entirely.

I understand, its really a problem.
 
The new texture of structures dont losts resolution when far teh camera.

This is mipmapping and yes, new textures loss this ability.

Edit I checked this and I think Ill bring back improvment and walls textures with mipmapping. Others are less important and C2C benefit from lack of mipmapping on them.
 
This is mipmapping and yes, new textures loss this ability.

Edit I checked this and I think Ill bring back improvment and walls textures with mipmapping. Others are less important and C2C benefit from lack of mipmapping on them.

Nice, thanks.
 
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