Single Player bugs and crashes v37 plus (SVN) - After the 24th of December 2016

Well maybe as general warning of possible conflict?
We don't have that for any Option(s) possible combos for this Mod. And there are Options that are mutually exclusive to one another. Some are Obvious others are not. Comes with being familiar with the mod and no modder that "can add" such a warning doing it. I can't do it.
 
We don't have that for any Option(s) possible combos for this Mod. And there are Options that are mutually exclusive to one another. Some are Obvious others are not. Comes with being familiar with the mod and no modder that "can add" such a warning doing it. I can't do it.
Well not programistically but by manually by editing certain XML file: Caveman2Cosmos\Assets\XML\TextGameoptions_CIV4GameText
In that file there are text strings used to display option names and tooltips, that are displayed when you hover over option.
 
Well not programistically but by manually by editing certain XML file: Caveman2Cosmos\Assets\XML\TextGameoptions_CIV4GameText
In that file there are text strings used to display option names and tooltips, that are displayed when you hover over option.
I thought there was a size limit (how much text will show up) on those as well?
 
It could be changed, as some options have lengthy hover tooltip.
Wish the same could be done for the Victory conditions. None of them have any Hover text. And they all need it too. Especially Mastery and Space Race.
 
Here is my bit cheeky edit for Revolutions hover tooltip.
Search for "TXT_KEY_REV_OPTION_NO_REVOLUTION_HELP" in Caveman2Cosmos\Assets\XML\TextRevolution_CIV4GameText to edit it.
This is how you manually can add text saying if this option is incompatible with something or plain unsupported.
Spoiler :

JagC04n.jpg
 
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The way this tooltip is formulated might be a problem. It is Revolutions that is a problem, not No Revolutions.

Perhaps this could be better:
This option is considered mandatory by the modding team, because Revolutions cause trouble with AI. Primarily it makes moderate crime much more dangerous.
 
The way this tooltip is formulated might be a problem. It is Revolutions that is a problem, not No Revolutions.

Perhaps this could be better:
Yeah, my english isn't very good, and I forgot to check it if I wrote that properly :p
Maybe I should used "Revolutions" not "this option"

Edit: Edited this hover tooltip.
I wonder what game/BUG mod options are unsupported/incompatible with mod.
 
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Wish the same could be done for the Victory conditions. None of them have any Hover text. And they all need it too. Especially Mastery and Space Race.
There is no definition in the Victory XML file which would support this, so it would need to be added. Should be do-able. Agree it needs to be done as currently the information is only available in the concepts area of the pedia.
 
for some reason the "Command Center/Bunker" is not showing up when built??
You circled the wrong plots with the wrong pics. At first I thought the command center must be coming up as a barley graphic. But when I saw the barley plot circled and the elephants on the plot help I realized what was going on.

Hmm... I don't know anything about this issue myself. Toffer might be able to help here.
 
SVN 9870 Religious icons have disappeared in the "what would you like to research next" options but still appear on the top of the screen.

religiousicons.jpg



Also, the new trade missions from thieves and rogues are really powerful. If I send them to uMgungundlovu (size 6), thieves get 75 gold and rogues get 170 gold. And with "enhanced march" on, they only take 3 turns from my capital to uMgungundlovu. It changes the financial dynamics of the mid-prehistoric dramatically (I'm before Tribalism) as it is the biggest money income source available (deity/nightmare/snail speed/large map).

It almost makes me regret taking uMgungundlovu the next turn and destroying the Zulu empire.

Rogues were already very valuable units (until they encounter dogs, then "the hunter becomes the hunted") but now they are even more valuable.
 
SVN 9870 Religious icons have disappeared in the "what would you like to research next" options but still appear on the top of the screen.
Known issue that will be corrected very shortly now. Possibly later today.

Also, the new trade missions from thieves and rogues are really powerful. If I send them to uMgungundlovu (size 6), thieves get 75 gold and rogues get 170 gold. And with "enhanced march" on, they only take 3 turns from my capital to uMgungundlovu. It changes the financial dynamics of the mid-prehistoric dramatically (I'm before Tribalism) as it is the biggest money income source available (deity/nightmare/snail speed/large map).

It almost makes me regret taking uMgungundlovu the next turn and destroying the Zulu empire.

Rogues were already very valuable units (until they encounter dogs, then "the hunter becomes the hunted") but now they are even more valuable.
Yep. The black market is powerful. They might need to be a bit pulled back but I have a wait and see attitude about it. Is it seeming far too imbalancing at this stage?

Bear in mind they must get around an investigation check every time they do this and if they do get successfully 'wanted' in the process that should end their turn right there setting them up for arrest. Let me know if this ever happens (or never does when it seems it should.)
 
Mapinguari (Obsidian spear) don't have the Automate Protect option.
This may be due to the Armed Guard promotion.
They seem like the have the perfect job of running with hunters/workers, that it's strange that they lack this option.
 
Known issue that will be corrected very shortly now. Possibly later today.


Yep. The black market is powerful. They might need to be a bit pulled back but I have a wait and see attitude about it. Is it seeming far too imbalancing at this stage?

Bear in mind they must get around an investigation check every time they do this and if they do get successfully 'wanted' in the process that should end their turn right there setting them up for arrest. Let me know if this ever happens (or never does when it seems it should.)

I've done 20 or so trade missions with Thieves and Rogues without being caught. And as the AI has no LE in his city, I'm not worried about a hypothetical "wanted" status.

Regarding overpoweredness: if I set my capital to "lesser wealth" I get 40 money above the 20 money I already get from buildings, for a total of 60. So a single rogue with an income of 170 every three turns, makes almost as much money as my capital on "lesser wealth" in total. And I don't know if uMgungundlovu is actually the enemy's capital (I seem to remember that trade missions to a capital are more lucrative?)
 
Mapinguari (Obsidian spear) don't have the Automate Protect option.
This may be due to the Armed Guard promotion.
They seem like the have the perfect job of running with hunters/workers, that it's strange that they lack this option.
I don't think the option works anyhow.
 
I've done 20 or so trade missions with Thieves and Rogues without being caught. And as the AI has no LE in his city, I'm not worried about a hypothetical "wanted" status.

Regarding overpoweredness: if I set my capital to "lesser wealth" I get 40 money above the 20 money I already get from buildings, for a total of 60. So a single rogue with an income of 170 every three turns, makes almost as much money as my capital on "lesser wealth" in total. And I don't know if uMgungundlovu is actually the enemy's capital (I seem to remember that trade missions to a capital are more lucrative?)
Having no LE in his city is a good reason you haven't been. Not sure why that is.

hmm... I'm not thinking that sounds too OP. Maybe a little. Yes, trade missions to capitals are twice as valuable. Maybe I should remove that aspect of their missions. I believe that city is a capital name but I could be wrong. They roughly get what merchants get.
 
Having no LE in his city is a good reason you haven't been. Not sure why that is.

hmm... I'm not thinking that sounds too OP. Maybe a little. Yes, trade missions to capitals are twice as valuable. Maybe I should remove that aspect of their missions. I believe that city is a capital name but I could be wrong. They roughly get what merchants get.

It was not a capital originally, as I conquered his other city and that one had a tribal guardian. But maybe he rebuilt his Palace in his other city after that.
 
Also, with 2 rogues and 2 thieves, I get 460 per three turns, or 153/turn if nothing goes wrong. Considering that my capital (which is usually the only city before Tribalism) only gets 60/turn in total (40 from hammers, 20 from buildings) when set to "build lesser wealth" I consider these trade missions completely overpowered.
 
Also, with 2 rogues and 2 thieves, I get 460 per three turns, or 153/turn if nothing goes wrong. Considering that my capital (which is usually the only city before Tribalism) only gets 60/turn in total (40 from hammers, 20 from buildings) when set to "build lesser wealth" I consider these trade missions completely overpowered.
OK. This would indicate all merchant mission values should come down some, or an adjustment to the final result is in order... maybe easier that way. If it was half of what you're experiencing, would it still be worth sending them out for this purpose?
 
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