You need custom scenario with space terrain.Are any of the space missions buildable/playable yet? Is there a special map I need to get? Thanks
One version for coral, one for reef and another one for the great barrier reef. Technical reason, hard to make it otherwise.Why Build Beacon and Lighthouse worker actions exist in three editions?
Do you experience this with or without my interface modmod? Could you look into whether my interface modmod influence the CTD frequency?I've been getting random non-repeatable CtDs too. I have the Autosave set a 4, and every time it has CTD'd it was been after a 4th turn and the autosave should be kicking in. So I'm having to save every 2 or 3 turns now on a Normal game just hitting the Ren Era at ~1848AD.
I've been able to go back to last autosave and get past the CTD turn though I have to replay 3 turns to do so.
And yeah I'm gonna reset the auto save to every other turn now too.
I don't have your interface Modmod loaded at this time.Do you experience this with or without my interface modmod? Could you look into whether my interface modmod influence the CTD frequency?
I've made some experimental python changes that I can't say for sure is safe. I would greatly appreciate if you could figure out if it appears to cause more CTD's or not.
I wish I could get you a new dll right away. The key to fixing such non-repetitive crashes is to get minis when I haven't manipulated the code since the update revision being played.I don't have your interface Modmod loaded at this time.
I will D/L the latest version and load it and see what happens during play.
Do you experience this with or without my interface modmod? Could you look into whether my interface modmod influence the CTD frequency?
I've made some experimental python changes that I can't say for sure is safe. I would greatly appreciate if you could figure out if it appears to cause more CTD's or not.
I wish I could get you a new dll right away. The key to fixing such non-repetitive crashes is to get minis when I haven't manipulated the code since the update revision being played.
It's ok... I've got my files already mid-programming changes so I'll need to get a stabilized version out before I can make use of them anyhow.Yeah I forgot to even check the minidump, du'oh!![]()
Not a bug at all. The AI is taught to take the best defensive path. Especially if going to attack. The woods provide better defense than the bare or tall grass hills. If you do not want that path you will have to manually move the attacking force. The only thing sub-optimal is your choice of time frame to get there. And that is not a function of the AI pathing.There's an issue with pathing (both with BUG's AI pathing on and off) that causes units to go in a sub-optimal path. One of my units has a path of obvious 3 turns, and instead it decides to go with a 4 turn path.
Spoiler :
There's an issue with pathing (both with BUG's AI pathing on and off) that causes units to go in a sub-optimal path. One of my units has a path of obvious 3 turns, and instead it decides to go with a 4 turn path.
Spoiler :
Well, it is a bug in the sense that it tells the player it's going to do one thing and then goes and does another. With the vanilla pathing you don't get that behavior. Koshling tried to resolve it before he stepped out for good as a modder but never did fix it fully. Given that his pathing engine is the single most complex thing since the math that it takes to launch a rocket and reach the moon, it will just have to be something we live with.Not a bug at all. The AI is taught to take the best defensive path. Especially if going to attack. The woods provide better defense than the bare or tall grass hills. If you do not want that path you will have to manually move the attacking force. The only thing sub-optimal is your choice of time frame to get there. And that is not a function of the AI pathing.
It is probably caused by the modmod. If you want to help debug the issue you can look in the modmod's opening post spoiler for more info. I'll investigate your report anyway. Further discussions should continue in the modmod thread.After the recent SVN 9772 update, I cannot see the properties (crime, disease etc.) of the cities. I am also using the interface overhaul modmod v0.5.9.1.2.