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

Most the demand buildings are per population unhappiness usually 0.25-0.5:( per pop with a +:) to counter that caused by too low a population.

They have a Hypermartket therefore they are unhappy they don't have paved roads. There are many pre buildings that cause the problem. Normally the amount of unhappiness from the Market, Bazaar and cars would be making enough unhappiness for the paved roads to be built earlier. There is also a military demand that means that defenses are reduced if you don't have paved roads.

Here's a screenshot with my funky barbarian city taken from debug. I suspect it has something to do with AI difficulty level perhaps? But still feels like a bug to me, and I cannot figure out why...
 

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Here's a screenshot with my funky barbarian city taken from debug. I suspect it has something to do with AI difficulty level perhaps? But still feels like a bug to me, and I cannot figure out why...

It is a bug there should be no way that a size one barbarian city should have a Hypermarket! There is no way to get "Demand paved roads (hypermarket)" without it.
 
It is a bug there should be no way that a size one barbarian city should have a Hypermarket! There is no way to get "Demand paved roads (hypermarket)" without it.

Here's another one that also doesn't make sense... This city flipped to barbarians when it was bigger, via revolutions. It may have had the crime prerequesites at that point. However at current size 3 and crime +13 it's just wrong. Are properties applied properly for barbarians?
 

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Here's another one that also doesn't make sense... This city flipped to barbarians when it was bigger, via revolutions. It may have had the crime prerequesites at that point. However at current size 3 and crime +13 it's just wrong. Are properties applied properly for barbarians?

Not a bug.

You need to understand that the Crimes you highlighted in the red rectangle are just Part of the Crime equation. Because of the diffusing part of Crime Properties it takes sometime for the Crime to resettle and is still pulled by Pop generated crime even if there were No Crimes at all. They should, over the next 50 turns or so, start disappearing from that list. Unless there are Crime generators still around (units/buildings/disease/etc.).

There is a thread in the main forum that T-brd brought up that gives a formula from Koshling on how Crime is generated, diffused and regenerated. It's a complicated formula. http://forums.civfanatics.com/showthread.php?t=510037

JosEPh
 
This game has been CTD with increasing frequency as the game has progressed. It was predictably crashing every sixth end turn, and now its happening almost every other end turn I'm using graphic paging and viewports with no change in the frequency of crashes.

Any help or advice would be greatly appreciated!
 

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The mini doesn't appear to be from the latest SVN version so its nearly impossible to evaluate. Sorry. The save - is it a repeatable crash point?
 
It will crash immediately after pressing end turn button or enter. On the second turn after loading the game. I'm able to progress the game by saving and reloading, its annoying and getting worse. Other than this it is a great mod that whose in game details are grand.
 
If you're on a 32-bit system, it might simply be because C2C is just too big for your system. The mod has various positive qualities, but being light on your system is definitely not one of them.
 
Processor: Intel(R) Core(TM) i5-4200u @ cpu 1.60ghz 2.30GHz
Installed Memory(RAM) 8.00GB
System Type: 64-bit Operating System, x64-based
 
Is there later in future the possibility to colonize other planets with new map? So i mean all still on earth and you can build buildings and space colonys and stuff or is there a new map also + space map? Will be cool if it is possible that C2C can create a new map so like first you turn your earth then new map of a discoverd planet or like mars will pop up and you make this turn, then next turn is earth again... possible to program that? So you can play further on your world map but you also can settle on new planet.
 
Processor: Intel(R) Core(TM) i5-4200u @ cpu 1.60ghz 2.30GHz
Installed Memory(RAM) 8.00GB
System Type: 64-bit Operating System, x64-based

Several things stand out as ODD.
1. 263 turns into an Eternity game of 14305 turns but it's 1625AD Ind Era. (you did not start this game in the Recommended prehistoric era, Major Problem.)
2. Your Empire is virtually in Revolt everywhere. You have massive amount of specialists but no citizens working next to No tiles anywhere. (You manipulated this game somehow, possibly thru WB, not possible to have 20+ specialists in every city in 263 turns)
3. Disease and Crime are so out of control that Massive penalties have taken hold.
4. Game was started with DLL build 7833 and last updated to 8580. So it's an SVN game started sometime around SVN 7833. Even updating to SVN 8610 won't correct this mess.
5. Finally you are also using a GEM map that has Not been updated for sometime.

In conclusion, this game is beyond repair. Abandon and start a new game At the Prehistoric Era.
Suggestions: do not use that GEM map, use Perfect Mongoose instead. Do not use 32 AI to start the game. And do not use Eternity Gamespeed. Finally if you have to use Revolutions Please control your Crime and Disease.

JosEPh :)
 
Several things stand out as ODD.
Spoiler :

1. 263 turns into an Eternity game of 14305 turns but it's 1625AD Ind Era. (you did not start this game in the Recommended prehistoric era, Major Problem.)
2. Your Empire is virtually in Revolt everywhere. You have massive amount of specialists but no citizens working next to No tiles anywhere. (You manipulated this game somehow, possibly thru WB, not possible to have 20+ specialists in every city in 263 turns)
3. Disease and Crime are so out of control that Massive penalties have taken hold.
4. Game was started with DLL build 7833 and last updated to 8580. So it's an SVN game started sometime around SVN 7833. Even updating to SVN 8610 won't correct this mess.
5. Finally you are also using a GEM map that has Not been updated for sometime.

In conclusion, this game is beyond repair. Abandon and start a new game At the Prehistoric Era.
Suggestions: do not use that GEM map, use Perfect Mongoose instead. Do not use 32 AI to start the game. And do not use Eternity Gamespeed. Finally if you have to use Revolutions Please control your Crime and Disease.

JosEPh :)

Yeah I am with Joe here, I play on a large or Huge map at most and only start with between 7-13 civ (at most) especially i believe you have a low end PC< but that's just me. I also play on Marathon, and have an even better game playing on Epic speed. again IMPO
 
Why are the Aeon and Eternity speeds still even in the mod, when they're so clearly out of whack with the rest of the mod?
 
Why are the Aeon and Eternity speeds still even in the mod, when they're so clearly out of whack with the rest of the mod?

Because too many players want the Biggest and Longest game they can get. Not realizing that in giving into that temptation they are in essence "screwing the pooch". :crazyeye: Or they used the tired and silly excuse that they want to play with their Stone throwers for awhile before they just "have to upgrade" to clubmen. And it gets worse as it goes along. :rolleyes:

Impo I'd love to see both Eternity and Eon shortened by at Least 6,000 turns each, and even then that would be very long games.

JosEPh
 
Eternity works good for me, makes the game mutch harder to survive and you face more civ problems. You cant rush thrue the techs, look into my world scenario text http://forums.civfanatics.com/showthread.php?t=549562 , there some good points in why a long game rules. Makes units and techs mutch more worth, with the add on files i give to the scenario the techs need 100 times longer to research now. Also you need to fight to have enouth gold and is hard to create a real civ.
 
One question, will it work to change the turn or year in a savegame / WB file to make the game longer later? Or will that make any problems?
 
One question, will it work to change the turn or year in a savegame / WB file to make the game longer later? Or will that make any problems?

Not sure I understand the question but I might not be the best to answer it since I'm not sure about scenario building.
 
One question, will it work to change the turn or year in a savegame / WB file to make the game longer later? Or will that make any problems?
I'd simply try it.
If it works-great!! :goodjob:
If not-well, you didn't broke it, just revert your changes and go ahead. ;):)
 
I'd simply try it.
If it works-great!! :goodjob:
If not-well, you didn't broke it, just revert your changes and go ahead. ;):)

Gaming thousands of turns and restart then sucks. ;-) I think the year and turn can be set back with no problem but i dont know if there is anything exept the animal spawning what will happen at a given secified date/year, like sea animals will spawn from 20000 BC, so i need to know how far to set the year back when i advance to mutch in the centurys, is there anything else in C2C what happens at a specified date/year? So i think best is to set the year back a bit, couple hundered years if need because the years growing slower at game end, otherwise the turn is 10 years so it will be later 1 year, schould work. Maybe if the game runs endless, its not needed at all for the UWM scenario, maybe year will display wrong so you are in the year 4000 but still in modern, if it runs endless then no year change needed at all.

EDIT: And whats um with SVN? Still cant update...
 
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