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

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Been having a bit of internet trouble:( and today is all appointments.

edit My quick look showed that the mission was missing off the unit in the Slavery mod but those units have been moved out of the Slavery mod and into core since you can and should get captives even if you aren't playing with Slavery on. The mission is correctly defined on the core unit, so I am not sure what is going on. I'll need to test in game to see if I can replicate the problem.


Ok, that's another guy's problem. I can take prisoners no problem, but the captive-civilians don't get the option to increase the city size by one, when below size 7.
 
Ok, that's another guy's problem. I can take prisoners no problem, but the captive-civilians don't get the option to increase the city size by one, when below size 7.

No, that is exactly your problem. The mission is on the XML but you are not getting it showing up! I don't know why and it will take some time to replicate the problem before I can start looking for the solution.
 
No, that is exactly your problem. The mission is on the XML but you are not getting it showing up! I don't know why and it will take some time to replicate the problem before I can start looking for the solution.

Ok, you know best I'm sure. Let me know if there's something I can do to help.

I guess I'll try a full reinstall in the meantime and see if it fixes it.
 
Got this error "i think" when i tried (see pic )

Traceback (most recent call last):

File "CvRandomEventInterface", line 9546, in doBuildSheepBonus

AttributeError: 'CyUnit' object has no attribute 'setImprovementType'
ERR: Python function doBuildSheepBonus failed, module CvRandomEventInterface
 
Ok, you know best I'm sure. Let me know if there's something I can do to help.

I guess I'll try a full reinstall in the meantime and see if it fixes it.


No luck from a full reinstall.


I'm also noticing that I can't pay to convert captives into ordinary units, which I seem to remember was a feature of the standard C2C version.

Also, "captives-civilian" can't build forced improvements, only "captives-military" can do that. All I can do with "captives-civilian" is rush buildings.
 
Latest SVN, EoT stall

(JapanNEW) was taking about 5-6 seconds PER turn . . . .


Also the Inca one i am still getting a CTD on next turn??? (if u can get pass this pls give me that copy, because i canNOT, sorry . . .

EDIT: This is the same Inca game, BUT at a different point in the game, but it ALSO CTD's .. .
 
Early Civic changes (most Prehistoric Era) don't have anarchy turns any more. Made no sense for time frame involved.

JosEPh
 
It is intended. It was easily gamed if you had it the other way, which I did for a time, where all the units keep the free promos. You could take 1 unit with a free promo and merge it with 2 that didn't have it, then split and all 3 would have it.

There's another option and that is to have the unit remember how many units in the merge had a particular promo and assign it to that many units when the unit splits but it's going to take some time and effort to design that system.

Makes sense...

It's happening for a reason and unless I go in and evaluate what that reason is, its hard to say. When this happens, a message will be given regarding it. Even if you can't catch the wording of the message as it flashes up at the top of the screen, you should be able to pull up the message log. The message will give an indication as to why the promotion is lost. What is it saying?

You can make it happen by checking the zipped saved game I have attached to my previous message. I have also attached the screenshots before and after upgrading unit.

message says:
Having lost one of its prerequisite promotions, your Hunter has lost its Hunter III promotion and may now select a new promotion.

before.JPG
after.JPG

I'm not sure what you mean by you 'cannot HAVE any captured slaves with your stoned axeman.'

Are you saying you cannot load captives onto stone axemen?

Are you saying you can't have them sharing the same tile? That would be the most literal translation of what you stated.

Or are you saying that you have not been able to capture any captives when attacking with the stone axeman?

If you cannot load captives onto the stone axemen, this is because the ability to 'carry' captives is not a stock capability of all units and must be earned by use of the Bounty Hunter promotion line.

If you are saying you can't have them sharing the same tile, sometimes captives won't move along with another unit when the move will reveal new territory currently covered by the fog of war - this will leave them on the tile they were on while the other units, such as a stone axemen, move forward. After this move you can then select the captive and get him to catch up but he can't be part of the revealing new territory action.

If you are saying that you have not been able to capture with the stone axemen, this is probably just down to civics choices and bad luck for the most part. There are numerous promos that can help to enhance the capture likelihood for a unit as well.

Probably I was unlucky. I have managed to capture slaves. So I think it is working fine. But I really did not get loading slaves. Can we load slaves to units with Bounty Hunter promotion? But what is the point if they can walk by themselves? To protect from sneak attacks?
 
No luck from a full reinstall.


I'm also noticing that I can't pay to convert captives into ordinary units, which I seem to remember was a feature of the standard C2C version.

Also, "captives-civilian" can't build forced improvements, only "captives-military" can do that. All I can do with "captives-civilian" is rush buildings.

That bit of extra information makes everything make sense.

1) The missing upgrade and join missions are exactly what happens when we move the XML around. This suggests that your game started before I did the move on those units and so is now "broken" ie there is no way to get those missions back in that game :(

2) "Captives - Civilians" never could force build improvements or at least they should not have so that bit is working as originally intended.
 
That bit of extra information makes everything make sense.

1) The missing upgrade and join missions are exactly what happens when we move the XML around. This suggests that your game started before I did the move on those units and so is now "broken" ie there is no way to get those missions back in that game :(

2) "Captives - Civilians" never could force build improvements or at least they should not have so that bit is working as originally intended.

Ah! Ok, no worries, I'll just start a new one :)

Thanks for the info!
 
Latest SVN, EoT stall

(JapanNEW) was taking about 5-6 seconds PER turn . . . .


Also the Inca one i am still getting a CTD on next turn??? (if u can get pass this pls give me that copy, because i canNOT, sorry . . .

EDIT: This is the same Inca game, BUT at a different point in the game, but it ALSO CTD's .. .
Ok... can probably take a look at those tomorrow. I don't know what option you have set that's different that's causing trouble with that inca game (or modmod) but that has to be the problem is a difference between us. I'm happy to run a turn, save it and give it back to ya though. If we can figure out the difference then we may have a hope of a diagnosis.

You can make it happen by checking the zipped saved game I have attached to my previous message. I have also attached the screenshots before and after upgrading unit.

message says:
Quote:
Having lost one of its prerequisite promotions, your Hunter has lost its Hunter III promotion and may now select a new promotion.
Well, that does help. We now need to figure out what prerequisite promotion was lost. It would help to know what the prerequisite promotions for Hunter III are. We know Hunter II is but that's not been lost right? So it's another prereq promotion that is being lost here that's causing the 'trouble'.

Probably I was unlucky. I have managed to capture slaves. So I think it is working fine. But I really did not get loading slaves. Can we load slaves to units with Bounty Hunter promotion? But what is the point if they can walk by themselves? To protect from sneak attacks?
That's one reason, yes, protection and it could mean that if the protector is killed (assuming there's only one unit there to protect the captive) the captive dies rather than becomes recaptured. Another reason would be if your invisible unit captures a slave. If the captive is then loaded onto that invisible unit, it becomes, by default, invisible as well.
 
Ok... can probably take a look at those tomorrow. I don't know what option you have set that's different that's causing trouble with that inca game (or modmod) but that has to be the problem is a difference between us. I'm happy to run a turn, save it and give it back to ya though. If we can figure out the difference then we may have a hope of a diagnosis.

OK attached are the options i have, if not listed in the pics, i haven't changed anything else . .

plus i just tried BOTH of the Inca ones, and they BOTH CTD at different places in the turn ratio . still?.
 
just updated to svn 9203, and there still is
FIXED_GEM_ preset_No_Custom_Civs.CivBeyondSwordWBSave
althougt you told that this map is out and no longer working.

Or did you make it working?

If not, you should remove not working maps from svn update
 
just updated to svn 9203, and there still is
FIXED_GEM_ preset_No_Custom_Civs.CivBeyondSwordWBSave
althougt you told that this map is out and no longer working.

Or did you make it working?

If not, you should remove not working maps from svn update

Again this is NOT our maps, we only add them in as a courtesy to the makers of them, so pls address this comment to the MAP threads thx . . .
 
Again this is NOT our maps, we only add them in as a courtesy to the makers of them, so pls address this comment to the MAP threads thx . . .

this is a bad excuse.
When you distribute them automatically by svn update, you are responsible for their compatibility. Otherwise you have to remove them as they will crash and that you know.

You have other and better ways to be courteous w/o conusing user and generate displeasure.
 
Maybe you wouldn't be "conused" if you posted in the proper thread.It's a very complex, detailed mod and issues, questions, bugs, etc. need to be relegated to their respective threads.
 
Just started a new custom game for SVN 9199. Changed the folder name to Caveman2Cosmos before I started. I selected to begin in prehistoric era but the year is 7260 BC?? Wasn't it 50,000 BC previously?
 
Just started a new custom game for SVN 9199. Changed the folder name to Caveman2Cosmos before I started. I selected to begin in prehistoric era but the year is 7260 BC?? Wasn't it 50,000 BC previously?

It is still supposed to be ?
 
Just started a new custom game for SVN 9199. Changed the folder name to Caveman2Cosmos before I started. I selected to begin in prehistoric era but the year is 7260 BC?? Wasn't it 50,000 BC previously?

Sounds like it was on the Default BtS setting of Ancient as the Starting Era.

Are you playing another Mod with Custom game option and then trying to play C2C with custom game?

If you had been playing a custom game of AND (for example) Before you started your new Custom SVN C2C Game the Starting Era will be Ancient because the Custom starting Era has been Cached in the BtS Cache. You would have to Manually make sure Prehistoric is the Starting Era and not just assume it would be.

EDIT: If you play AND alot there are so many similarities in the coding between AND and C2C. You really Need to Clear the cache when you go from it to C2C and vice versa, but more so from AND to C2C.

JosEPh
 
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