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

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I assume you're using the full download from the Crime Patch thread, based on SVN9328? What are your system specs, and are you certain everything's been installed correctly? Very strange that it's crashing fairly often, but not all of the time, though. Also, what map script(s) have you been trying to use? Have you tried to see if "Play Now" also crashes consistently?[/QUOTE]
I just reinstalled that patch and am still getting that crash in both creating a custom game and in play now. The map script is C2C_Planet_Generator_0_68. It does not occur every time, but it does happen over 50% of the time. I don't know if this helps, but it crashes before the green bar moves on the initializing screen. Once it does move even once it will not crash. I have windows 7 64 bit with an Intel Core i3-2100 CPU @3.10GHz with 6mb of ram.

My actual saved games are fine though. They load up every time and have not crashed even 1 time so far.
 
Planet Generator map script has not been adjusted to C2C's progress for a long long time. I'm afraid that if we don't get a map maker on board many of the "specialty type" maps will become more and more useless.

Toffer's tweaking of Perfect Mongoose has kept that map fairly up to date. Asfaik, the BtS standard map set is still usable.

JosEPh
 
In my current game the worker unit Work Mule can enter mountains. The only one in that era that should be able to enter mountains is the Work Llama. Was there some discussion somewhere that lead to this change? If so does anyone remember the reasoning for it? To me it makes redundant the "lead units into mountains" promotion and the whole idea behind mountains not being usable until mountaineering.
 
Toffer's tweaking of Perfect Mongoose has kept that map fairly up to date. Asfaik, the BtS standard map set is still usable.

JosEPh

Both SEM+ and LEM are usable. They have all the changed land tiles. They do not yet have the Sea tiles. Though I do have two new ones that I am almost ready to commit. They have the basic Sea tiles ( not Deep or Trenches). I will remove the old GEM ones when I do.
 
Another issue with 9341: Until now, I had a Clubman and a Stone Thrower as starting units (Start as minors). Now the Stone Thrower is replaced with a Neanderthal Stone Thrower (2 :strength:).
@Sparth: I'll take a look at the xml, knowing this is taking place, and I'll advise as soon as I can sort out why this is taking place.
 
In my current game the worker unit Work Mule can enter mountains.
I don't know when because it would've been over a year ago but Mules have for as long as I can remember had the same ability as Llamas. No OTHER units have this but mules and llamas apparently do and that makes sense to me.
 
Planet Generator map script has not been adjusted to C2C's progress for a long long time. I'm afraid that if we don't get a map maker on board many of the "specialty type" maps will become more and more useless.

Toffer's tweaking of Perfect Mongoose has kept that map fairly up to date. Asfaik, the BtS standard map set is still usable.

JosEPh
That probably explains it then. Thank you.
 
I don't know when because it would've been over a year ago but Mules have for as long as I can remember had the same ability as Llamas. No OTHER units have this but mules and llamas apparently do and that makes sense to me.
But Mules upgrade to the other animal workers and they don't so you loose an ability with upgrade something you said we aren't supposed to do.

I have done something wrong with the merchant promotions - none of the UNITCLASS_TRADE units are getting access to them.
 
Any info where should I start if I wanted to fix it myself? I really like the map, the generated stuff is not for me :)

See "C2C Mapmaking Tutorial" in the Maps Scenario's section.

You need to use both WorldBuilder and NotePad++.

A lot of the changes are quickly done using "Find/Replace" in Notepad++.

I do not know if any have already been changed or not. So be carefull. (TUNDRA is used in the previous and new version for different tile types).

Old land terrain:

SNOW to ICE
TUNDRA to TAIGA
PERMAFROST to TUNDRA

Old water tiles:

TERRAIN_TROPICAL_COAST to TERRAIN_COAST_TROPICAL
TERRAIN_POLAR_COAST to TERRAIN_COAST_POLAR

TERRAIN_TROPICAL_OCEAN to TERRAIN_OCEAN_TROPICAL
TERRAIN_POLAR_OCEAN to TERRAIN_OCEAN_POLAR


There are also some new terrains. The map should load if they are not present.

To add these you need to use WorldBuilder.

TERRAIN_SEA
TERRAIN_SEA_TROPICAL
TERRAIN_SEA_POLAR

There are other additions:

COAST_DEEP
SEA_DEEP
TRENCH

I may be wrong but I do not think these are used yet in the game. They are ready for future use.

I think that is it.

EDIT.

Two I forgot

LAKE and LAKE_SHORE.
 
Last edited:
There are also some new terrains. The map should load if they are not present.

To add these you need to use WorldBuilder.

TERRAIN_SEA
TERRAIN_SEA_TROPICAL
TERRAIN_SEA_POLAR

There are other additions:

COAST_DEEP
SEA_DEEP
TRENCH

I may be wrong but I do not think these are used yet in the game. They are ready for future use.

I think that is it.
The SEA terrain is currently placed between the coast and ocean terrains. It is used for exploration and trade purposes.

The last three are not yet implemented in random maps but can be used in non random maps.
 
The SEA terrain is currently placed between the coast and ocean terrains. It is used for exploration and trade purposes.

The last three are not yet implemented in random maps but can be used in non random maps.

Good point about the SEA terrain DH. May not be obvious to a new map editor/maker. As the discussions are long buried in the forum.
 
But Mules upgrade to the other animal workers and they don't so you loose an ability with upgrade something you said we aren't supposed to do.
If you lose the mule assisted combat class then yes, you would lose that ability, but by then you would already have mountaineering. Llamas and mules are parallel. The same applies to llama units. Mules don't upgrade to other animal workers. They are at the same stage of hierarchy as any other animal worker except the generalized animal worker (now called Dog Worker) which is the generic one that is a stage before all the specific animal worker types. Every animal worker type was supposed to have special abilities or aptitudes and penalties but they haven't been fully fleshed out yet.
I have done something wrong with the merchant promotions - none of the UNITCLASS_TRADE units are getting access to them.
I'm happy to look into it when I can. You aptly noted I'm 'snowed in' and that's a very good way to put it, both with RL stuff and in my mod efforts. But I have a long weekend coming up here.
See "C2C Mapmaking Tutorial" in the Maps Scenario's section.

You need to use both WorldBuilder and NotePad++.

A lot of the changes are quickly done using "Find/Replace" in Notepad++.

I do not know if any have already been changed or not. So be carefull. (TUNDRA is used in the previous and new version for different tile types).

Old land terrain:

SNOW to ICE
TUNDRA to TAIGA
PERMAFROST to TUNDRA

Old water tiles:

TERRAIN_TROPICAL_COAST to TERRAIN_COAST_TROPICAL
TERRAIN_POLAR_COAST to TERRAIN_COAST_POLAR

TERRAIN_TROPICAL_OCEAN to TERRAIN_OCEAN_TROPICAL
TERRAIN_POLAR_OCEAN to TERRAIN_OCEAN_POLAR


There are also some new terrains. The map should load if they are not present.

To add these you need to use WorldBuilder.

TERRAIN_SEA
TERRAIN_SEA_TROPICAL
TERRAIN_SEA_POLAR

There are other additions:

COAST_DEEP
SEA_DEEP
TRENCH

I may be wrong but I do not think these are used yet in the game. They are ready for future use.

I think that is it.

EDIT.

Two I forgot

LAKE and LAKE_SHORE.
Great detail... and how do you fix those maps that were made before I changed the NPC indexes here? Those need instructions on how to repair as well I think.
The last three are not yet implemented in random maps but can be used in non random maps.
I'm seriously hoping someone can resolve that here soon before we start looking at releasing v37.
 
I
Great detail... and how do you fix those maps that were made before I changed the NPC indexes here? Those need instructions on how to repair as well I think..

Not sure what you mean by this.!?

If it is about the number of civs now available to a game - that seems to be Auto adjusted.

Example - If my Earth map allowed 40 Civs and I only use 20. But know only 30 are now available - it removes the slots for other 10 unallocated civs.

Not sure what happens if they have already been allocated. !?


I
I'm seriously hoping someone can resolve that here soon before we start looking at releasing v37.

If the deep water terrains have currently no units that can benefit from using them, does it really matter?.

They are there for future implementation.
 
Not sure what you mean by this.!?

If it is about the number of civs now available to a game - that seems to be Auto adjusted.

Example - If my Earth map allowed 40 Civs and I only use 20. But know only 30 are now available - it removes the slots for other 10 unallocated civs.

Not sure what happens if they have already been allocated. !?
I'm not sure either. Someone was saying the new map he just made doesn't work after my last save breaking update. I hate that he lost all that work due to the change to the NPC indexes... assuming that was why.
If the deep water terrains have currently no units that can benefit from using them, does it really matter?.

They are there for future implementation.
Yeah, I suppose it can wait.
 
The only unit that may be able to use the deep terrains would be the Submerged Town at the moment. Nothing can use Trench as far as I know.
 
See "C2C Mapmaking Tutorial" in the Maps Scenario's section.

You need to use both WorldBuilder and NotePad++.

A lot of the changes are quickly done using "Find/Replace" in Notepad++.

I do not know if any have already been changed or not. So be carefull. (TUNDRA is used in the previous and new version for different tile types).

Old land terrain:

SNOW to ICE
TUNDRA to TAIGA
PERMAFROST to TUNDRA

Old water tiles:

TERRAIN_TROPICAL_COAST to TERRAIN_COAST_TROPICAL
TERRAIN_POLAR_COAST to TERRAIN_COAST_POLAR

TERRAIN_TROPICAL_OCEAN to TERRAIN_OCEAN_TROPICAL
TERRAIN_POLAR_OCEAN to TERRAIN_OCEAN_POLAR


There are also some new terrains. The map should load if they are not present.

To add these you need to use WorldBuilder.

TERRAIN_SEA
TERRAIN_SEA_TROPICAL
TERRAIN_SEA_POLAR

There are other additions:

COAST_DEEP
SEA_DEEP
TRENCH

I may be wrong but I do not think these are used yet in the game. They are ready for future use.

I think that is it.

EDIT.

Two I forgot

LAKE and LAKE_SHORE.

Cool, thanks.

I've done it. Only TUNDRA to TAIGA needed to be changed, the rest didn't exist.
HOWEVER
The problem is still there.
Crash when selecting the scenario with the same logs that I've previously attached.

Looking through the python and c++ files(SVN latest) I noticed some things:
1. WORLDSIZE_GIGANTIC doesn't seem to be defined in the c++ enum nor exported to python
2. Assets/Python/pyWB/CvWBDesc.py* (CvMapDesc) fails when reading the map section(BeginMap). I don't understand why, as the section is there, the tokenizer reads the lines(CvWBParser). It's as it doesn't exist. I suspected the WORLDSIZE_GIGANTIC thing but it would need to read it first, I think. It fails with the "can't find map" message.
*File doesn't exist in the mod, I had to copy it from the game and mod it.

I strongly suggest that this is not a scenario problem, but something deeper.
Thanks.
 
If you lose the mule assisted combat class then yes, you would lose that ability, but by then you would already have mountaineering. Llamas and mules are parallel. The same applies to llama units. Mules don't upgrade to other animal workers. They are at the same stage of hierarchy as any other animal worker except the generalized animal worker (now called Dog Worker) which is the generic one that is a stage before all the specific animal worker types. Every animal worker type was supposed to have special abilities or aptitudes and penalties but they haven't been fully fleshed out yet.

The problem is that Llama Worker was given the ability to enter Mountains 1) because the South American nations built roads through them using stone age to classical technology where as elsewhere people just went around the mountains for the most part; and 2) playing in the South American region is a handicap due to the nature of the animals available. Oceanic starts is still behind in this regard.

Having an animal that is available throughout the northern hemisphere get into mountains early makes things too easy. (I have not yet removed horses and donkey resources from the North American region but intend to. The current Bison resource will remain through out the northern hemisphere but as the other types of bison/buffalo.)

Cool, thanks.

I've done it. Only TUNDRA to TAIGA needed to be changed, the rest didn't exist.
HOWEVER
The problem is still there.
Crash when selecting the scenario with the same logs that I've previously attached.

Looking through the python and c++ files(SVN latest) I noticed some things:
1. WORLDSIZE_GIGANTIC doesn't seem to be defined in the c++ enum nor exported to python
2. Assets/Python/pyWB/CvWBDesc.py* (CvMapDesc) fails when reading the map section(BeginMap). I don't understand why, as the section is there, the tokenizer reads the lines(CvWBParser). It's as it doesn't exist. I suspected the WORLDSIZE_GIGANTIC thing but it would need to read it first, I think. It fails with the "can't find map" message.
*File doesn't exist in the mod, I had to copy it from the game and mod it.

I strongly suggest that this is not a scenario problem, but something deeper.
Thanks.

Gigantic has been removed from C2C, it is not supported any more.
 
Having an animal that is available throughout the northern hemisphere get into mountains early makes things too easy. (I have not yet removed horses and donkey resources from the North American region but intend to. The current Bison resource will remain through out the northern hemisphere but as the other types of bison/buffalo.).
In my opinion, completely removing access to Horses from any region is far too heavy a strategic penalty under the current setup, for a variety of reasons. Oceanian regions are a more difficult matter, though. Furthermore, the North American equines didn't become extinct until well into the time period that the C2C Prehistoric era covers, and possibly was the result of human hunting (see https://en.wikipedia.org/wiki/Evolution_of_the_horse#Pleistocene_extinctions ). Other now-extinct animals from the same general time period or earlier are represented in C2C (Megatherium, Elasmotherium, etc) as well. Mind, for balance purposes, restricting or reducing the access of North America to horses may make sense, possibly in the form of having them only occur as rarely spawning animals (which must be subdued and settled) rather than as map bonuses as well.

I don't know if the solutions to the balance issues are the addition of additional units that can replace or otherwise work around the niche filled by Horsemen and later mounted units, or something else, though. Personally, I haven't used any of the alternate mounted units in quite some time if ordinary Horsemen are available, which may indicate that they are overpowered (either due to combat factors like strength, or costs). Notably, if you recall the debate over city defenses we had over Joseph's save a while back, even a drastically technologically inferior nation can use massed Horsemen to dislodge extremely strong defenders without prohibitive costs or losses.

Finally, have a kangaroo rider.
 
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