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

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maybe it is related.
I compare with AND2
There my settings get stored in
\Mods\Rise of Mankind - A New Dawn\UserSettings\CustomDomAdv\CustomDomAdv_ger.txt
while the game reads from
Mods\Rise of Mankind - A New Dawn\UserSettings\CustomDomAdv\CustomDomAdv.txt
so that I always have to copy CustomDomAdv_ger.txt over the CustomDomAdv.txt and with the next update I have to do this again, as the CustomDomAdv.txt gets overwritten by any update.

If there is a similar operation in C2C, then it is clear why in your English svn version all is fine but not in my German svn version.

If you have to do that for AND2 you most likely will have to do the same for Caveman2Cosmos.

And why are you still playing a corrupted game? Or did you start a new game today?

JosEPh
 
maybe it is related.
I compare with AND2
There my settings get stored in
\Mods\Rise of Mankind - A New Dawn\UserSettings\CustomDomAdv\CustomDomAdv_ger.txt
while the game reads from
Mods\Rise of Mankind - A New Dawn\UserSettings\CustomDomAdv\CustomDomAdv.txt
so that I always have to copy CustomDomAdv_ger.txt over the CustomDomAdv.txt and with the next update I have to do this again, as the CustomDomAdv.txt gets overwritten by any update.

If there is a similar operation in C2C, then it is clear why in your English svn version all is fine but not in my German svn version.

If you have to do that for AND2 you most likely will have to do the same for Caveman2Cosmos.

And why are you still playing a corrupted game? Or did you start a new game today?

JosEPh

I thought AND2 used a different language localization method to C2C. Both of which are different to vanilla BtS.
 
And I thought we got ours from AND/RoM. So I guess I better just leave it alone as I'm not sure any more. Too many years gone by since I did anything with AND2. And certainly Not anything associated with different languages.

So Dreifels you are on your own. Sorry.

JosEPh
 
And I thought we got ours from AND/RoM. So I guess I better just leave it alone as I'm not sure any more. Too many years gone by since I did anything with AND2. And certainly Not anything associated with different languages.

So Dreifels you are on your own. Sorry.

JosEPh

Maybe & maybe not. The Domestic Advisor we use comes from BUG. The BUG we got the Domestic Advisor from is not the latest. Moving to the latest may be a way to solve the problem. It will also give me some understanding of the module so I can do other work on it if needed.

How we do the language localization is a big step up from the default BtS and I think AND2 went a step further, since they had active modders from a non English language background.

Another reason we use BUG is because it means we don't have to hard code the Mod folder name in the Python as BUG has a function/method which will return the actual folder name for you to use in the code. There may be a few places where defaults are being supplied which are potentially wrong eg the autolog, as I recently discovered. It needs a bit of a change to the Python to make it use a more sensible default but it needs a bit of thought put into it.
 
Well since no one else seems to be chiming in on the long EoT (well SO did a while back), maybe it's my Comp. Perhaps I need to overclock my i7 2600K cpu from 3.2 ghz to 3.4 or 3.5? It's definitely not my ram as the game barely makes use of 2.8GHz before it crashes. (Actually when the game hits the 2.4Ghz mark it turns wonky on me).

All I know is I'm getting dragged down bad on doing any testing or playing past 200 turns on Epic GS. I guess I need to see how Normal and Snail do before they bog down too. :p

JosEPh

I'm currently playing a deity game with latest SVN, and I do remember turn times getting very long, maybe late ancient? However, turn times returned to manageable levels later. I'm now late classic.
 
just meet 28 (!) barbarian French Musketiers and a Linienschiff (see image atttached, don't know the English word)
For both the tech required is not yet researched from any civ.

I think, that should not be, that barbarians (which are spawned) have better tech than in game is existing already. Also, 28 units on one place is a little too much for spawned barbars on one tile, I think.
 

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Presumably "ship of the line". You can also use translating software. :)
 
Well since no one else seems to be chiming in on the long EoT (well SO did a while back), maybe it's my Comp. Perhaps I need to overclock my i7 2600K cpu from 3.2 ghz to 3.4 or 3.5? It's definitely not my ram as the game barely makes use of 2.8GHz before it crashes. (Actually when the game hits the 2.4Ghz mark it turns wonky on me).

All I know is I'm getting dragged down bad on doing any testing or playing past 200 turns on Epic GS. I guess I need to see how Normal and Snail do before they bog down too. :p

JosEPh

I'm currently playing a deity game with latest SVN, and I do remember turn times getting very long, maybe late ancient? However, turn times returned to manageable levels later. I'm now late classic.

I don't think it's your computer. As said later, this is something you'll see some turns, particularly when there are large conflicts somewhere. That will make it come and go.

maybe it is related.
I compare with AND2
There my settings get stored in
\Mods\Rise of Mankind - A New Dawn\UserSettings\CustomDomAdv\CustomDomAdv_ger.txt
while the game reads from
Mods\Rise of Mankind - A New Dawn\UserSettings\CustomDomAdv\CustomDomAdv.txt
so that I always have to copy CustomDomAdv_ger.txt over the CustomDomAdv.txt and with the next update I have to do this again, as the CustomDomAdv.txt gets overwritten by any update.

If there is a similar operation in C2C, then it is clear why in your English svn version all is fine but not in my German svn version.
It's possible that where german should be defined but isn't could create an issue. That would mean you need the help of a translator to flesh out German translations.

Maybe & maybe not. The Domestic Advisor we use comes from BUG. The BUG we got the Domestic Advisor from is not the latest. Moving to the latest may be a way to solve the problem. It will also give me some understanding of the module so I can do other work on it if needed.

How we do the language localization is a big step up from the default BtS and I think AND2 went a step further, since they had active modders from a non English language background.

Another reason we use BUG is because it means we don't have to hard code the Mod folder name in the Python as BUG has a function/method which will return the actual folder name for you to use in the code. There may be a few places where defaults are being supplied which are potentially wrong eg the autolog, as I recently discovered. It needs a bit of a change to the Python to make it use a more sensible default but it needs a bit of thought put into it.
Good news that you'll take a look at the Domestic Advisor for us.

AIAndy setup the way we run the language stuff and I had no understanding of it then and don't now.

just meet 28 (!) barbarian French Musketiers and a Linienschiff (see image atttached, don't know the English word)
For both the tech required is not yet researched from any civ.

I think, that should not be, that barbarians (which are spawned) have better tech than in game is existing already. Also, 28 units on one place is a little too much for spawned barbars on one tile, I think.
LOOKS like Ships of the Line. And the events that spawn massive amounts of barbarian pirates have always spawned them before you have the tech to match them and its as a result always been a very dangerous set of events.

I'm not an event programmer so I cannot comment further except to say that I kinda agree on one hand that since nobody in the world can train them, how do barbarians do it? But on the other hand, it makes for a pretty cool non-lethal challenge.
 
Whisperr playtested today and confirmed 2 things:

1) The only starting with the city tile to work thing is infuriating to some players.
and
2) Rev is indeed totally whacked at the very start of the game. Something must have changed to make things much more unstable (way too much so) at the game start, perhaps a starting civic? SO? She reported that between the two it was impossible to get a start she could survive.
 
Whisperr playtested today and confirmed 2 things:

1) The only starting with the city tile to work thing is infuriating to some players.
and
2) Rev is indeed totally whacked at the very start of the game. Something must have changed to make things much more unstable (way too much so) at the game start, perhaps a starting civic? SO? She reported that between the two it was impossible to get a start she could survive.

Rev....the worm that continues to eat at the core...... And this is the real root for her to not being able to survive a start. Not the 1 tile city start from the Culture level change. It is Rev that is for some players now the game killer. Where Rev all along has been the AI killer.

T-brd I have started over 10+ games with the Culture level change to test it. Over 5 of them have been on Deity, 1 on Immortal and 3 or 4 on Noble. Every Deity and Immortal start I have survived up to Sed Life or beyond (till the turn times stop me). It is really only a small starting change for city placement that actually does add strategy and a bit of tension for the player. Becuase most players think that that square of 9 tiles gives them a "buffer" against the opposition.

No the new game killer is what ever changed with Rev. And I assure you I have Not done anything to any Rev parts in any Mod files. Since I don't use it I don't really understand it's inner workings.

But the Changes to ALL the Civics is a starting place to look imho.

JosEPh
 
Rev....the worm that continues to eat at the core...... And this is the real root for her to not being able to survive a start. Not the 1 tile city start from the Culture level change. It is Rev that is for some players now the game killer. Where Rev all along has been the AI killer.

T-brd I have started over 10+ games with the Culture level change to test it. Over 5 of them have been on Deity, 1 on Immortal and 3 or 4 on Noble. Every Deity and Immortal start I have survived up to Sed Life or beyond (till the turn times stop me). It is really only a small starting change for city placement that actually does add strategy and a bit of tension for the player. Becuase most players think that that square of 9 tiles gives them a "buffer" against the opposition.

No the new game killer is what ever changed with Rev. And I assure you I have Not done anything to any Rev parts in any Mod files. Since I don't use it I don't really understand it's inner workings.

But the Changes to ALL the Civics is a starting place to look imho.

JosEPh

I agree that whatever the rev change was is at the core of the problem there BUT we must support the mod to some extent because a strong percentage of our players do play with it (and it DID work fine until someone messed with something.) So we need to go through the SVN and see when and what changes could have impacted rev stability during the game opening.

However, I would support the one city tile modification except that since she was surrounded by forests and hills and so on, she didn't get another tile to work after the first expansion of her cultural setting. That first square isn't a buffer, it's the assumable tiles you'll be able to choose from to work. The best tiles to work are also going to be the slowest to gain access to which will completely negate the careful choosing of the site to settle your city. I'm falling onto the 'not liking this' side of the camp myself but I've been more than happy to consider it. I'm thinking if we are going to offer such a gamestart, which I'm never going to say is a BAD idea because it does have its charms, it will probably need to be an option. And that can be done. You do understand how option edits work now that you've been working with the alternative gamespeeds right?
 
just now I got notification from all cities that coffe shop and rosting no longer working because no resource.
But I have coffee with plantage direct close to a city.
I look in city screen and right, coffee no longer listed as available resource.
What is that?

Edit
very confusing:
I lost coffee plantation in the city (had it before). But no idea, by what.
 
should I laugh ?
see screenshot

list of the most advanced civs:
Barbar the Great is on range two.

Well, maybe a nice scenario, but far away from that what is the meaning of the game, or?
 

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just now I got notification from all cities that coffe shop and rosting no longer working because no resource.
But I have coffee with plantage direct close to a city.
I look in city screen and right, coffee no longer listed as available resource.
What is that?

Edit
very confusing:
I lost coffee plantation in the city (had it before). But no idea, by what.

A criminal/spy/warlord etc, may have pillaged the tile. In my current game I have lost a number of tile improvements to hidden units. Need to build more anti crime type units (police dogs etc.).
 
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