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

OFF TOPIC: Well a few weeks back i was admitted to the Emergency Room with COPD that Exacerbated then to top that off i had Phenomena with it . . so they said lucky i came in, i only had like 2-3 days left if i didnt see them then, but better now, I guess / / / /??
My wife has had 3 of those in the last year and we've now found a clinic that can get her off that track earlier now when it starts looking like it's going down that road. Terrible experience that is. Glad you're getting over it!
 
But is that from the now game or the earlier game i mentioned??

It should help the earlier game not go as badly as the save game.

The save you posted the only way to help the AI Civs that have the 1 pop cities is to destroy all the bad guys for them.

Which might mean declaring war and taking them over.

Or get Open Borders and see how much "clean up" you can do to help them. I was giving Charles V 10K in Gold every turn to help him fight against being fully taken over by the Mobster cars. It seemed to help a little.

OT: Happy to see you posting. :D
 
Hello

Crash to desktop on end turn
Svn 9615? (is there any way to check which version I'm using?)
also happens with latest Svn version

It is possible to continue if I delete all cities of the Ottoman Empire via worldbuilder
Also the AI seems to have some problems with unhappiness and unhealthiness there.
 

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Hello

Crash to desktop on end turn
Svn 9615? (is there any way to check which version I'm using?)
also happens with latest Svn version

It is possible to continue if I delete all cities of the Ottoman Empire via worldbuilder
Also the AI seems to have some problems with unhappiness and unhealthiness there.

I played your game 1st with no further SVN update (No Re-Calc when asked). No Problem Found.

Then I updated to latest SVN by doing a Re-Calc. Played another turn. Again no problem found.

Your game is below. You will need/should Update to latest SVN 9627.
 

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Why Manganese is revealed and enabled by Geology (reneissance tech), but its only improvement, that can provide resource is extraction plant (superstrong alloys/marine architecture (mid nanotech era/late Information era)?
http://imgur.com/a/Txk8n

Is this one of quirks of Modern+ eras, that is known, but no one is trying to correct them?
 
pepper2000 still has work to do. But his progress is very slow.

Now that you have posted it we have a reference point.
 
I played your game 1st with no further SVN update (No Re-Calc when asked). No Problem Found.

Then I updated to latest SVN by doing a Re-Calc. Played another turn. Again no problem found.

Your game is below. You will need/should Update to latest SVN 9627.

Thank you very much, it is working now.
 
You are Welcome and Welcome to Caveman2Cosmos the always changing Mod. ;) :D
 
pepper2000 still has work to do. But his progress is very slow.

Now that you have posted it we have a reference point.
Ah so Modern and later eras are peppers domain.
That doimain is pretty big - for reference if I filled half of tech tree by technology count I would be somewhere in Modern era.
On what eras is biggest focus now BTW? Prehistoric to Medieval? or up to Industrial?

Edit: Silk farm (silk dedicated version of plantition) should be upgradable to Vertical Farm - final form of improvement for plant resources
http://imgur.com/a/ZPvFR
.I guess this is peppers territory again. This is inverse of problem with Manganese.

Mushroom skip middle stage altogether - on other hand there is ancient Mushroom gatherer (mushroom dedicated plant gatherer) and on end there is vertical farm.
Should be done like Grapes, that have Vinery instead of Orchad.

Why Apples and Hemp give yeld bonuses with lumbermill/jack?
I understand this for Prime Timber/Resin, as you get these from cutting trees.

Oh also Uranium is enabled by Mining - tech, that you researched long before you research resource revealing Quantum Mechanics tech.
 
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Ah so Modern and later eras are peppers domain.
That doimain is pretty big - for reference if I filled half of tech tree by technology count I would be somewhere in Modern era.
On what eras is biggest focus now BTW? Prehistoric to Medieval? or up to Industrial?

Edit: Silk farm (silk dedicated version of plantition) should be upgradable to Vertical Farm - final form of improvement for plant resources
http://imgur.com/a/ZPvFR
.I guess this is peppers territory again. This is inverse of problem with Manganese.

No, there is overlap and Hydro is not here either. In case you missed it Hydro's Mother passed away in April. So he's not around right now.

And all eras and all aspects of the Mod are under "focus" just might not have someone working on every part of it at this moment. But I guess we just don't move fast enough for some players. This is after all a Hobby. Not a Job. Keep that in mind when you start to criticize. ;)
 
No, there is overlap and Hydro is not here either. In case you missed it Hydro's Mother passed away in April. So he's not around right now.

And all eras and all aspects of the Mod are under "focus" just might not have someone working on every part of it at this moment. But I guess we just don't move fast enough for some players. This is after all a Hobby. Not a Job. Keep that in mind when you start to criticize. ;)
Ah well Im just listing resource/improvement incosistencies, so if anyone wants to make general map resource/improvement review can see this stuff easily.

Also why Mountain Mine doesn't upgrade to anything?
It should upgrade to Shaft mine and later go that route.
 
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Edit: Silk farm (silk dedicated version of plantition) should be upgradable to Vertical Farm - final form of improvement for plant resources
http://imgur.com/a/ZPvFR
.I guess this is peppers territory again. This is inverse of problem with Manganese.
This probably does need to be done but we need to make sure the vertical farm can produce silk as well if we do.

Mushroom skip middle stage altogether - on other hand there is ancient Mushroom gatherer (mushroom dedicated plant gatherer) and on end there is vertical farm.
Should be done like Grapes, that have Vinery instead of Orchad.
If I'm not mistaken, the standard Farm should be the fill-in between those two steps. It may need to be established as a possible upgrade though.

Why Apples and Hemp give yeld bonuses with lumbermill/jack?
I understand this for Prime Timber/Resin, as you get these from cutting trees.
Apple trees are a prime wood as well and they grow fast so you can get some apples from them as well as harvesting them for the wood. The alternative method of derival gives different yield benefits so it's up to you what kind of yields you favor.

Hemp has numerous uses and the difference between the mill and the collector is the difference in the yield types you would prefer to harvest them for. Do you want them for the textiles, the food, the fuel, the pulp? Production or Commerce is an option this resource gives you.

Oh also Uranium is enabled by Mining - tech, that you researched long before you research resource revealing Quantum Mechanics tech.
So you can trade for it and use it long before you can find it in the ground for yourself (and safely mine for it.) Not sure if this works quite as planned but that's the intent at least.

Also why Mountain Mine doesn't upgrade to anything?
It should upgrade to Shaft mine and later go that route.
Mountain mines are supposed to represent mines all the way through shaft mines and such... they gain bonus production amounts as tech improves more than most mine types do to compensate not upgrading.
 
This probably does need to be done but we need to make sure the vertical farm can produce silk as well if we do.


If I'm not mistaken, the standard Farm should be the fill-in between those two steps. It may need to be established as a possible upgrade though.


Apple trees are a prime wood as well and they grow fast so you can get some apples from them as well as harvesting them for the wood. The alternative method of derival gives different yield benefits so it's up to you what kind of yields you favor.

Hemp has numerous uses and the difference between the mill and the collector is the difference in the yield types you would prefer to harvest them for. Do you want them for the textiles, the food, the fuel, the pulp? Production or Commerce is an option this resource gives you.


So you can trade for it and use it long before you can find it in the ground for yourself (and safely mine for it.) Not sure if this works quite as planned but that's the intent at least.


Mountain mines are supposed to represent mines all the way through shaft mines and such... they gain bonus production amounts as tech improves more than most mine types do to compensate not upgrading.
hmmm I guess hemp could have as well as unique upgrade chain like mushrooms/grapes/silk ;)
Or that would be too OP comparing to other resources?
I made map resource reference BTW - posted it on separate forum thread.
BTW what yelds you can achieve if you have best possible terrain/feature/bonus/improvement/technology combo?
Somewhere around 20? 30? (can be food/production/commerce)
 
Why Manganese is revealed and enabled by Geology (reneissance tech), but its only improvement, that can provide resource is extraction plant (superstrong alloys/marine architecture (mid nanotech era/late Information era)?
http://imgur.com/a/Txk8n

Is this one of quirks of Modern+ eras, that is known, but no one is trying to correct them?
It is possible that it is being revealed so early for a couple of reasons. The usual ones are
  1. to help with city placement, eg copper

  2. historically it was used much earlier than it could be processed on an industrial scale. This is the case for a couple of the metals as they were used in the ancient era for unique items when the resource itself was a rich enough vein but could not be smelted and worked until electricity was cheap enough.
hmmm I guess hemp could have as well as unique upgrade chain like mushrooms/grapes/silk ;)
Hemp has three types one is great for fiber and cloth but useless as a drug another is great for a drug and useless as a fiber. (Aside: one of the incentives for settling Australia was the loss of the hemp fields of Virginia in North America. The output of one plantation was enough to support one Ship of the Line including ropes, sails and clothing.)

What Hydro appears to have been trying to do with the various fiber plants was to allow different building chains in the city.
 
Were animal spawn rates reduced recently?
 
It is possible that it is being revealed so early for a couple of reasons. The usual ones are
  1. to help with city placement, eg copper

  2. historically it was used much earlier than it could be processed on an industrial scale. This is the case for a couple of the metals as they were used in the ancient era for unique items when the resource itself was a rich enough vein but could not be smelted and worked until electricity was cheap enough.

Hemp has three types one is great for fiber and cloth but useless as a drug another is great for a drug and useless as a fiber. (Aside: one of the incentives for settling Australia was the loss of the hemp fields of Virginia in North America. The output of one plantation was enough to support one Ship of the Line including ropes, sails and clothing.)

What Hydro appears to have been trying to do with the various fiber plants was to allow different building chains in the city.
So Manganese is discovered underwater in Reneissance and can be extracted as pure metal 4 eras later in early Nanotech? You unlock extraction facility (only improvement, that gets boost from manganese) in early Nanotech with Superstrong Alloys.
All other resources can be extracted in same era on one later..... and then manganese is special snowflake.
 
Define recently. I tweaked some things there up to the noted v37.5 point but I don't think anything more has been done since then.
I've started 3 new games since 9605, continued 4 or 5 more from 9563, and 1 from 9433, the animal spawns are way down in he last 3. You get an initial game spawn but as you start hunting and exploring the respawn is almost nothing. This is with Peace Among NPC On. Same for Neanders and Barbs.

In the globals Neander and barb are still set at 100. But animals is 80 and sea animals is 70.

All I know is that there has been a huge drop off. And it seems to have occurred in the time frame after some players complained about too many animals.
 
All I know is that there has been a huge drop off. And it seems to have occurred in the time frame after some players complained about too many animals.
I have to agree, infact, now there might be in some instances that "certain" ones are way too little of spawning . .
 
I've noticed that the Knight and the Mailed Knight are nearly identical. Looking at the units on the 'pedia I noticed the only difference (other than graphic) is that the Mailed Knight (which is higher tech) has a penalty to attack cities.
 
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