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

Sure I can put in 150 000 years without changing the number of total turns at all btw.

I would still like to know if it's okay by you that I make small (using the wiggle room ^^) adjustments to get this total amount of turns for the gamespeeds:
1000 turns - Normal
2000 turns.- Epic
4000 turns - Marathon
6000 turns - Snail
8000 turns - Eons
10 000 turns. - Eternity​

Ok,or not?

To throw in my five cents on this, currently my eternity game is set to run 8145 turns (if that number in the top right corner is accurate... Joseph seems to think it was set to 6000?), so 10.000 isn't that big of a change.

What I'm wondering is whether this won't make normal too cluttered? With the amount of tech in there, won't you be getting and have to react to new stuff constantly?
 
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CTD while downloading the attached saved game after SVN9527 update. It is uploading properly with SVN9526 update.

In addition, the date has jumped from 5000BCs to 120000ADs.
 

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These crashes are likely the result of having to fix a problem while I'm in the middle of a project that has not had a lot of playtesting for crashbugs. I DID spend a good 15 rounds in game before committing and tried the save and load sequence - not that much was done there. It was able to load a previously existing game...

So the testing was vetted enough to warrant committing. I'm already back to the point where I need to sort out anything in the way of re-compiling though so give me some time to AGAIN interrupt my project here to find whatever the problem is with those games. ugh... I'm on the case anyhow :)
 
No harm done, we are talking about SVN (=Beta). I always keep a copy of the last working version so I can continue to play without effort (I only have to rename 2 folders). Keep on doing the excellent work!
I can't tell you how happy I am to see you back and playing with us again Snofru! You're one I've missed lately!
 
Ew... yeah this is a nasty one. It has to do with some stuff that I don't even want to try to explain about load/save sequences and probably only impacts more developed games. It's going to take me tomorrow to fix it so I would warn anyone that wants to continue playing on to not pick up and play on the last revision yet - the fix may be as lethal as the bug for some games if they play on the updated version. Stick to 9526 until I can fix it... will take a new approach to something. I'm not sure exactly what but I have a good idea how things like this can get corrupted and behave like this so I know what I need to do and it's a little time consuming.
 
What I'm wondering is whether this won't make normal too cluttered? With the amount of tech in there, won't you be getting and have to react to new stuff constantly?
The time it takes to invent tech, build buildings, train units, etc. does not depend on the total amount of turns.

The only function of the total amount of time is to define when the time victory is triggered, or as I like to call it, a "sudden death" feature.
"sudden death" because it is comparable to the ocean rising in the 2D Worms games, or the time running out in tekken/street fighter/mortal kombat and the one with the most life wins.
In civ: if no one has won by now, the one with the highest score will win no matter what that score is.
 
To throw in my five cents on this, currently my eternity game is set to run 8145 turns (if that number in the top right corner is accurate... Joseph seems to think it was set to 6000?), so 10.000 isn't that big of a change.

What I'm wondering is whether this won't make normal too cluttered? With the amount of tech in there, won't you be getting and have to react to new stuff constantly?

You have some info turned around. Eternity Was changed from 8145 to 20,000. Marathon was changed from 3000 to 6000.

I have reverted ALL GameSpeed changes with SVN 9528 and 9529. Unfortunately T-brd still has a bad error in SVN 9527 that needs fixed.
 
Have any of the recent SVN versions since 9526 broken game save compatibility? ( may easily have missed the announcement BTW)

Im getting a message while loading a save game that says its incompatible or it just CTD's.

New games start fine
 
Have any of the recent SVN versions since 9526 broken game save compatibility? ( may easily have missed the announcement BTW)
Yes, SVN 9527 has a Bug and will be addressed today hopefully by ThunderBrd.

@SO,
SVN 9527 has a Bug that T-brd knows about. If you update and try to play a game started before 9527 it will CTD.
 
I can't tell you how happy I am to see you back and playing with us again Snofru! You're one I've missed lately!
Thank you for your kind words! I´ve never been away completely in fact. When I start a new game I am usually so absorbed by it that I spent way too much time. When I reach the later ages (I always try to play to spaceship ending) I feel quite exhausted as the game really needs a lot of micromanagement then. So I am simply can´t afford to play this fantastic game too often and in the meantime my input here is quite reduced.
Having to spend so much time playing this thing really makes me so astonished how much time you guys must have spent creating it. Unbelievable...
 
@SO,
SVN 9527 has a Bug that T-brd knows about. If you update and try to play a game started before 9527 it will CTD.
Thx, thats why i keep a copy of the last dll to work on my desktop, just incases like this, thx .. . .
 
9530 wouldn't even try to load my save. Just gave me a message stating Incompatible Savegame. I had to do a hard restart.
 
Foxes and Dholes don't give you the option to create dog buildings. I understand the former, but am confused as to the latter.
This may be outside of scope, but is there a chance to stop Automated Hunt from returning units to your cities for upgrades?
 
9530 wouldn't even try to load my save. Just gave me a message stating Incompatible Savegame. I had to do a hard restart.

There is a Known bad Bug In SVN 9527. T=brd is working on it.
 
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