Single Player bugs and crashes v36 plus (SVN) - After the 24th of October 2015

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@SO: I know something is amiss with the assassin mission from an earlier report and will be looking into it as soon as I can.

Does it have about the same coding as a Spy unit for the assassination part, just wondering is all??
 
An equally valid question that suggests a little research into the subject could be useful would be, why then do the rest of the orbital buildings have latitude restrictions?

As I said - because they need to get into a stable orbit. Do it too far from the equator and that is difficult especially if you want it to be in a position to be of use to the city it is launched from. Since it is a city building not a nation building it needs to be in a position to be of use to the city. That usually means a geosynchronous orbit. Polar orbits are good for spy satellite.
 
Does it have about the same coding as a Spy unit for the assassination part, just wondering is all??
No, not at all related. I noticed, btw, that you were using the assassination mission bug option and I was wondering... does it work? I thought I'd seen a good bit of it disabled in the dll but it may have just been how they left the project after some edits in the code. I've never tried it myself.

As I said - because they need to get into a stable orbit. Do it too far from the equator and that is difficult especially if you want it to be in a position to be of use to the city it is launched from. Since it is a city building not a nation building it needs to be in a position to be of use to the city. That usually means a geosynchronous orbit. Polar orbits are good for spy satellite.
I thought it had something to do with that and when I made the comment I had not yet seen yours...oops. It's good points BUT does it matter where you build the satellite as to where the satellite operates from necessarily? If I build a satellite in Anchorage Alaska, even if it serves the needs of Anchorage that doesn't mean the satellite can't position itself wherever it needs to be to have the best effectiveness.

It seems to me, too, that most satellites should have a national service/national wonder effect. The DirecTV and Dish Network satellites serve the whole country, not just the city that built them.
 
No, not at all related. I noticed, btw, that you were using the assassination mission bug option and I was wondering... does it work? I thought I'd seen a good bit of it disabled in the dll but it may have just been how they left the project after some edits in the code. I've never tried it myself.

As far as i know, yes, at least when i use a spy and go to ANY other civ and use the assassinate unit btn, it sometimes works, but is also related to as much as u have accumulated Espionage pts . . i believe / / .? I think it's also related to Rev? dont know for sure??
 
On the Rev part, you all know I dislike it tremendously, but putting that aside, how much and many problems does Rev's coding create for this Mod? From what I see and hear posted Rev is an albatross around this Mod's neck to get all metaphorical.

But I also realize that it's removal would probably be just as much of an upheaval as this current house cleaning and Save Game compat issues are right now. Still If I could wave a Magic wand and make Rev disappear from this Mod I would do so in a heartbeat, actually faster than that. :D

But this is just all hyperbole and wishfull thinking on my part as I know it will never be rooted out. Pity that it was allowed in in the 1st place so long ago (I'm looking at you SO) ;) :p

JosEPh
 
As far as i know, yes, at least when i use a spy and go to ANY other civ and use the assassinate unit btn, it sometimes works, but is also related to as much as u have accumulated Espionage pts . . i believe / / .? I think it's also related to Rev? dont know for sure??
I don't think it is related to Rev.

On the Rev part, you all know I dislike it tremendously, but putting that aside, how much and many problems does Rev's coding create for this Mod? From what I see and hear posted Rev is an albatross around this Mod's neck to get all metaphorical.

But I also realize that it's removal would probably be just as much of an upheaval as this current house cleaning and Save Game compat issues are right now. Still If I could wave a Magic wand and make Rev disappear from this Mod I would do so in a heartbeat, actually faster than that. :D

But this is just all hyperbole and wishfull thinking on my part as I know it will never be rooted out. Pity that it was allowed in in the 1st place so long ago (I'm looking at you SO) ;) :p

JosEPh
SO had nothing to do with it. It was Afforess. This mod was founded on one of the most unstable versions of AND unfortunately, and it did have REV. It's one of the more complex mods and wasn't fully debugged when we inherited it.
 
It wouldn't have been Afforess who put Revolutions into the mod; it was probably Zappara and his original Rise of Mankind mod.
 
It was. Zappara did not do dll code. The only way for him to get some functions he wanted was to merge the Revolutions python and use their dll. Things were very active on the Revolutions mod at the time.
 
I don't think it is related to Rev.


SO had nothing to do with it. It was Afforess. This mod was founded on one of the most unstable versions of AND unfortunately, and it did have REV. It's one of the more complex mods and wasn't fully debugged when we inherited it.

Actually ask SO, he did have something to do with it. Strategy had a version of RoM he called NWA it was RoM without Rev back then. SO did not like Rev either at that time.

But that's all moot right now anyway.

As for Afforess and AND 2.92, this AND/Rom portion was fine for that version, But the Rev version put into it had mucho problems. That's why today if you want to play the Old RAND, 2.91 Is the better version for stability. Afforess was an active member for REV development while he made the AND modmods for RoM. He was just starting College back then and did those early Modmod version Before he began to take computing classes. Now he's working someplace near the east coast, iirc, in the computer field.

Well enough RoM/AND/C2C history nostalgia for today. My coherency is being affected by my Dental visit this morning. Troublesome tooth now has proper filling but the right side of my head is still numb. :lol:

JosEPh
 
Strategy had a version of RoM he called NWA it was RoM without Rev back then. SO did not like Rev either at that time.

Correct, and i still DONT like it, i think its a waste, but DH likes it, thats why its in, he was my right hand man back then, and i took everything he said as gospel. So it was included.
 
Originally Posted by damerell
The Orbital Drydock doesn't seem to have the same latitude restrictions of other orbital infrastructure.


As I said - because they need to get into a stable orbit. Do it too far from the equator and that is difficult especially if you want it to be in a position to be of use to the city it is launched from. Since it is a city building not a nation building it needs to be in a position to be of use to the city. That usually means a geosynchronous orbit. Polar orbits are good for spy satellite.



So far I have found 4 Orbital bldgs:
Drydock
Factory
Hotel
Labs

None of these 4 have Any lattitude restrictions. Therefore in my eyes this is a non issue. The bldgs are working as designed.

JosEPh
 
@ TB

continued from other thread, Snipers cant move into city?? City located next to Germany border . .1st listed

EDIT: Same game different points of turns, (second listed is s CTD repeatable . .
 
I experimented a little more with the Extra Cost problem I mentioned earlier. I started a new game to see what happens from the start. Early in the game I got a Wise Woman from a Tribal Village. In 16500 BC I built my first Story Teller.

The first problem is when I get or build a unit which should have extra maintenance cost the Extra Cost per turn doesn't go up, but I think it should.

The second is the really strange one. In the save I attached to this post there is the Wise Woman and my brand new Story Teller in my capital. If I deleting the Wise Woman but not the Story Teller nothing happens. But if I deleting the Story Teller the Extra Unit cost per turn increases. If I deleting the Wise Woman too the Extra Unit cost per turn goes up again. I can delete the Wise Woman without problems before I delete a Story Teller any time even in earlier turns, but not after.

If I change the <iExtraCost> value of the Story Teller to 0 in the CIV4UnitInfos.xml file, the problem disappears.

So deleting or using up the Story Teller unit somehow triggers the second problem for other units too. In this save it happened to the Wise Woman, in my other game it happened to the Healer units too.

I don't know what happens later with other units yet. I will play this game a little longer and I will check it for later units too.
 

Attachments

The cost may not go up if the unit is free because your civics give you 5 free units but that does not explain why the cost goes up when you delete them.
 
Looks like someone may have messed up the XML coding for the Mammoth Heritage building. Effect buildings do get passed out, but the help text needs to be coded properly. In addition, no other cities can build mammoth units; tooltip says that it requires Mammoth Trainer, but I have the wonder and the Heritage building constructed.

Probably just need to proofread the related XML file(s.)

Running SVN 9216.
 
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