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

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So your
It was invisible. But the attack to the panther was his seconda attack at the same turn.
During same turn:
So your exile attacked a unit, then he defended against the ambushing panther, and then he attacked the panther?

During same turn:
Or.... Your exile had to defend against the panther when moving to its plot, and then you attacked it two times afterward?

During AI turn, and then your turn:
Or... The panther attacked you during "End Turn" sequence, then you attacked it two times during your turn.

Edit:
Sorry, perhaps you just didn't know that moving into a tile where there is an invisible unit capable of surprise attack now counts as defense, not attack.
This is a new feature so it would be understandable if thats the case.
 
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In addition, my exile has just did its second attack to a panther without blitz or any other multiple attack promotions. Panther was not able to be seen by any of my units.
This is what the recent change that broke blitz was trying to achieve in the first place.

Previously, as you noted, you'd be able to flush out or trigger a surprise defender on a tile without attacking or getting into battle with it in any way provided that you'd already attacked for that round (assuming you don't have blitz.) This was because I set up surprise defenses AS defending rather than attacking. But in many ways it's supposed to be an attack by the defender. Thus it was bad and exploitable behavior that was a little unfair to the ambush capable unit. It was also causing strange movement rule breakage problems in some cases when a surprise defender was revealed by a stack.

So now, while it will still say you attacked the panther, since you couldn't see it before you moved in, it's really the Panther making a surprise defense so that also applies for units that have already used up their attacks for the round. Thus, an exception to the attack limit is made.

It'll give you a second notice on that to confirm this was by design.
 
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TXT_KEY_[unit]_HELP references for Subdued Pigeon, Subdued Pheasant, and Subdued Sealion (LAND variety, not sure about SEA). These are in the subdued unit's tooltip (not sure if they might appear somewhere else).
Also for TXT_KEY_BUILDING_SEATURTLE_MYTH_EFFECT in the Special tab of the buildings list.

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The tooltip for the Gaeroas - Briton Unique Unit - says it starts with Goad I, II and III but doesn't have those on building one. Not sure why. According to 'Pedia, Goad is available to Hunters, Canine, and Combatants, and the Gaeroas are Throwing Combatants. Actually, it occurs to me I've never seen Goad available for purchase for any unit, even though Goad I is available from Language tech.

Are you playing with the game option "fight or flight combat mod"?

@TB: In case he/she is playing with the gameoption:
Goad and a couple of other promos like stinging insults stick out by not having OnGameOptions tag in the promotionlineinfo; maybe the tag doesn't work when used in the promotioninfo......
I see there are some promotions that only have it in the promotionlineinfo, promotions that I know work in-game.
Come to think about it I don't think I've seen goad and stinging insults available in games lately.
Will have to look into the txt key errors.

As for Goad... I don't think it's specific to Fight or Flight. I'll have to look into why it may not be showing up. Is it showing in the pedia?
 
The HELP on the animals just shows the buildings they can build. It is always out of date because it needs to be done by hand. Not sure how come the dll does it for the Great People but not the other units.
 
The HELP on the animals just shows the buildings they can build. It is always out of date because it needs to be done by hand. Not sure how come the dll does it for the Great People but not the other units.
I'm a little lost here. I'm not sure what to look at to gain clarity. It sounds like I'd like to help to figure it out and if there's something I can do to make things easier, then great but what is being shown, where it's being called, what should be shown and where it is being called... all these things are going unmentioned in this discussion.
 
With the "new" anarchy, isn't 10 turns alot in the Ancient?? heck i just got Despotism

EDIT: oh forgot, it was changing about 5 diff civics at 1 time . . .

also TB answered before my edit . . .below
 

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With the "new" anarchy, isn't 10 turns alot in the Ancient?? heck i just got Despotism
Yes. Joe's working on adjusting some numbers there to get anarchy amounts back to more reasonable amounts.
 
Are you playing with the game option "fight or flight combat mod"?

@TB: In case he/she is playing with the gameoption:
Goad and a couple of other promos like stinging insults stick out by not having OnGameOptions tag in the promotionlineinfo; maybe the tag doesn't work when used in the promotioninfo......
I see there are some promotions that only have it in the promotionlineinfo, promotions that I know work in-game.
Come to think about it I don't think I've seen goad and stinging insults available in games lately.

As for Goad... I don't think it's specific to Fight or Flight. I'll have to look into why it may not be showing up. Is it showing in the pedia?

Not playing with Flight or Fight. It is showing in Pedia. I don't know, it kind of sounds like a FoF-related promotion, but if I was playing without FoF I wouldn't expect it to appear in the 'pedia. I also wouldn't expect unique units to be modified by a game option like that (not that it wouldn't be possible, just that it seems like it would be a lot of unnecessary work modifying and balancing some specific unique units by game option).

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The HELP on the animals just shows the buildings they can build. It is always out of date because it needs to be done by hand. Not sure how come the dll does it for the Great People but not the other units.

Yeah, I did notice some discrepancies in tooltips for other subdued units as well - they don't specify the story buildings, for example. TXT_KEY errors aren't exactly game breaking to begin with, but if fixing things correctly (as opposed to just correcting them for now and having to update them again at a later date) is tedious then I have no expectations that the _HELP information should be fixed. (I wouldn't have mentioned them at all if I was aware of that limitation at the time.)
 
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I'm about 27% of the way through a gigantic map on snail in the industrial age, and I have run into rampant inflation on the 1920's German model, as you can see from running the save for a few turns. The amount is about a 10,000 Grot increase on 385,000 Grots per turn and will bankrupt me in about 25 turns. I am using SVN version 9327 according to the version.h I have in \Resources in my Caveman2Cosmos folder. I am using Gold Standard as my civic to control inflation. What am I doing wrong?
I haven't tried the later versions of the SVN as I get the impression that there is a save killer bug fix in them. Is this correct?

Save File included.
 

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Edit:
Sorry, perhaps you just didn't know that moving into a tile where there is an invisible unit capable of surprise attack now counts as defense, not attack.
This is a new feature so it would be understandable if thats the case.

That is right. I have just learned it.

It'll give you a second notice on that to confirm this was by design.

Yes it could be useful.
 
I'm about 27% of the way through a gigantic map on snail in the industrial age, and I have run into rampant inflation on the 1920's German model, as you can see from running the save for a few turns. The amount is about a 10,000 Grot increase on 385,000 Grots per turn and will bankrupt me in about 25 turns. I am using SVN version 9327 according to the version.h I have in \Resources in my Caveman2Cosmos folder. I am using Gold Standard as my civic to control inflation. What am I doing wrong?
I wouldn't know as I play with inflation increase per turn disabled, I just don't like the consept.
I haven't tried the later versions of the SVN as I get the impression that there is a save killer bug fix in them. Is this correct?
Correct.
 
Where do I disable it then so I can continue this game? Thanks...
Open "BtS\Mods\Caveman2Cosmos\Assets\XML\GameInfo\CIV4GameSpeedInfo.xml" and delete all instances of this line: <iInflationPercent>?</iInflationPercent>
iInflationPercent = The rate at which inflation increases per turn.

I'm not sure it can save your game as your inflation is already very high; perhaps.
 
Open "BtS\Mods\Caveman2Cosmos\Assets\XML\GameInfo\CIV4GameSpeedInfo.xml" and delete all instances of this line: <iInflationPercent>?</iInflationPercent>
iInflationPercent = The rate at which inflation increases per turn.

I'm not sure it can save your game as your inflation is already very high; perhaps.
OK, cheers, I may get back to the forum again on this matter after I've played with the XML, as I can't figure how my inflation is still dramatically on the rise after setting inflation to -25% with the Gold Standard civic....
 
OK, cheers, I may get back to the forum again on this matter after I've played with the XML, as I can't figure how my inflation is still dramatically on the rise after setting inflation to -25% with the Gold Standard civic....
Has this anything to do with the fact that my year clock has been speeding over at classical period speed until I hit the industrial era?
 
I'm about 27% of the way through a gigantic map on snail in the industrial age, and I have run into rampant inflation on the 1920's German model, as you can see from running the save for a few turns. The amount is about a 10,000 Grot increase on 385,000 Grots per turn and will bankrupt me in about 25 turns. I am using SVN version 9327 according to the version.h I have in \Resources in my Caveman2Cosmos folder. I am using Gold Standard as my civic to control inflation. What am I doing wrong?
I haven't tried the later versions of the SVN as I get the impression that there is a save killer bug fix in them. Is this correct?

Save File included.

When did you start this game? What version was it then?

What you are describing is symptomatic of games started before the Game speed changes. Coupled with some svn versions that really needed the player to clear out and reset their User Settings folder. The fact that you are using a Gigantic map also says that 1, you are using Pit's Scenario, or 2. you started this game before Gigantic Maps size was removed/no longer supported.

If you are using Pit's Scenario then what version? Because Pit made changes that are not really compatible with C2C more current svn depending upon which version of his scenario you are using.

Has this anything to do with the fact that my year clock has been speeding over at classical period speed until I hit the industrial era?
More evidence that your User Setting folder is out dated. This IS your problem.

Inflation for all GS have an Off set value were inflation is not allowed until the turn count set for that GS has been reached.

Open "BtS\Mods\Caveman2Cosmos\Assets\XML\GameInfo\CIV4GameSpeedInfo.xml" and delete all instances of this line: <iInflationPercent>?</iInflationPercent>
iInflationPercent = The rate at which inflation increases per turn.

Instead of deleting just place a low value for <iInflationPercent>"X"</iInflationPercent>.

Straight from the GameSpeedInfos file: iInflationPercent = The rate at which inflation increases. Normal is 27. You will find that Snail only has a 12.


There are also other files that deal with inflation as well as individual Civics and/or buildings.

JosEPh
 
Inflation is completely unrelated to the calendar progression.

His problem is that, when he updated to SVN 9327 from whatever original version of C2C he started this game with, he did not Clear his Cache Nor reset his User Settings folder. That is the Root cause for his wild dates and runaway inflation. His game is probably Not savable.

JosEPh
 
His problem is that, when he updated to SVN 9327 from whatever original version of C2C he started this game with, he did not Clear his Cache Nor reset his User Settings folder. That is the Root cause for his wild dates and runaway inflation. His game is probably Not savable.

JosEPh

OK if the largest maps are no longer supported, I'll have to start again.
 
OK if the largest maps are no longer supported, I'll have to start again.

Giant on down is still supported. Please remember to clear your cache file Before you start a new game. And use the default SVN User Settings folder to start the new game. Then on your 1st turn go into BUG and reset All your favorite settings. Then Save game. And then Save a 2nd time. This stores all your settings from BUG in the User Settings file.

Cache file to clear for win 10 64 is in this path: C:\Users\"yourname"\AppData\Local\My Games\Beyond the Sword\cache. All other win OS is similar.

Were you using Pit's Scenario?

JosEPh
 
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