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

I have to agree, infact, now there might be in some instances that "certain" ones are way too little of spawning . .
Yeah, getting a resource animal is rather slim unless you like Moose and Mush Ox. But while these 2 are more plentiful during 1st part of game your Wanderer/Chaser has little chance to subdue. And even your 1st trackers too.

Then once you've hunted an area you have to stay out for a long time for any more of wnything to spawn/respawn again.

Just started a new game and am going to bump up the Global setting for animal spawn from 80 to 100. See what shakes out.
 
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.
By all means, tweak away, but make sure that it's not just the difference between Peace and Non-Peace games. There's a big difference in rates between the two.

Twist the rates knobs slowly because adjustments can tend to have more potent effects than expected sometimes.

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.
Mailed Knight... that must be UNIT_CHIVALRY. These units, along with all other land units, are soon to be under some review. I think I've noticed this problem before. One thing I noticed just in costing reevaluations here is that these two overlapped even there. However, right about at the same time, you have a serious need for a unit that dismounts to fight (aka, a mounted unit with defensive bonuses) to fit a step in that unit chain. I decided the Knight would be the one to fill that role and the Mailed Knight would be the truly heavy armored suckers we all learned about in school that would never dismount or they'd be too armored to move basically. So there is now at least one difference, which may be currently making the standard Knight a much better unit if they match on most other factors. But there's much more that needs to be reviewed to get them to take on their unique definitions more effectively.

Thanks for pointing it out stronger... I'll make sure to look even more closely than usual at this spot during the review.
 
Why some bonuses doesn't get yeld from final improvement that is vertical farm or wildlife preserve?
 
Some bonuses may have been introduced into the game after the vertical farm or wildlife preserve and were never included where they should've been. Perhaps. That's the sort of thing that happens with a team mod.
 
Some bonuses may have been introduced into the game after the vertical farm or wildlife preserve and were never included where they should've been. Perhaps. That's the sort of thing that happens with a team mod.
Ah.
I posted map bonus reference on main forums, if you want to look at which resources aren't getting yelds from final improvements. (file is in attachment)
 
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It seems like I can't make cultures if they require other unique native culture that I own, even if I put other cultural unique buildings in my city in world builder.
http://imgur.com/a/6Y1JK

For example I play as Egypt that has African unique culture, I added myself unique cultures from other continents and still can't build one of Oceanian cultures, that you discover for example at Gathering.
I have requirements - rabbits in city vicinity with proper improvement on it and shore.

Edit: apparently you can build cultures with different continental core culture only if you create player and then destroy them, that contains unique continental culture:
for example you have to spawn any civ with Oceanian unique culture and conquer it to be able to build Oceanian-requiring culture...
http://imgur.com/a/Vq7y9
 
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When Hydro comes back you and him can start a thread and he can explain to you how his "native/base" Culture works.

Right now thru WB you are twisting all the rules of how the Mod builds upon Base/Native culture.

And again this is Not a bug or a crash report. But just your manipulation of the system and data.
 
Just got this bug where this one city has over 2 billion unhappiness from something about advanced society not liking certain professions. I can't post the save because its gone over the limit.


20170514114023_1.jpg 20170514114014_1.jpg
 
When Hydro comes back you and him can start a thread and he can explain to you how his "native/base" Culture works.

Right now thru WB you are twisting all the rules of how the Mod builds upon Base/Native culture.

And again this is Not a bug or a crash report. But just your manipulation of the system and data.
Well I discovered, that something breaks inside, when putting native cultures into player city directly in WB, and I have to create new player and conquer its city to own other native cultures like it was normal game with preset civs, but then I have to keep these cities.
Basically didn't knew, that this part of mod is so delicate :p

tldr: It works as intended when conquering cities with other native cultures in them.
 
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Just got this bug where this one city has over 2 billion unhappiness from something about advanced society not liking certain professions. I can't post the save because its gone over the limit.


View attachment 471065 View attachment 471066
I'll need the save. Interesting bug. I'm not sure I'll be able to fix it but I can narrow in on the issue.
Well I discovered, that something breaks inside, when putting native cultures into player city directly in WB, and I have to create new player and conquer its city to own other native cultures like it was normal game with preset civs, but then I have to keep these cities.
Basically didn't knew, that this part of mod is so delicate :p

tldr: It works as intended when conquering cities with other native cultures in them.
I don't see how this is a bug. It sounds like it's working as designed.
 
I'll need the save. Interesting bug. I'm not sure I'll be able to fix it but I can narrow in on the issue.

I don't see how this is a bug. It sounds like it's working as designed.
As long as you don't put unique continental cultures trough worldbuilder like in these screenshots ;)
http://imgur.com/a/6Y1JK
 
As long as you don't put unique continental cultures trough worldbuilder like in these screenshots ;)
http://imgur.com/a/6Y1JK
The game isn't really designed for players to break the rules through worldbuilder. I'm not sure how it's enforcing the rules despite your efforts to break them but not being able to cannot be construed as a bug.
 
Completely forgot to compress it before uploading here it is.

And you are using Pit2015's UEM too, right? I think I asked you this before.

EDIT: Yes I did.

Are you using his UEM 3.4? or an earlier version? Must know this.

Released UEM V3.4:

Changes in C2C - Ultimate Earth Map V3.4 100% MOD and SVN update compatible:


Start date set to 200000 BC, needed for the C2C Mod now.

Please clear the cache folder before you start a new game. This removes the old cached data from your previously played C2C version and will help eliminate conflicts and oddities.

This is the Path to the proper cache folder to clear (delete contents) for Win 10 users: C:\Users\"Username"\AppData\Local\My Games\Beyond the Sword\cache

-Pit2015

Also did you follow his instructions Before you started this game?
 
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I am using 3.4, at the time I began the game I couldn't find the cache folder. Just to be thorough I did a windows search and found it (apparently it hides the appdata folder when navigating but it shows up when I windows search for it no idea whats up with that) and deleted the cache. That didn't fix the problem with that game but it wouldn't necessarily if I was supposed to do that before starting it? Should I just start a new game?
 
The game isn't really designed for players to break the rules through worldbuilder. I'm not sure how it's enforcing the rules despite your efforts to break them but not being able to cannot be construed as a bug.
I know now - discovered that in hard way, when I actually tested my test map with all terrains.
Wonder why no one stopped me, when I said I wanted to make one cty with all unique continental cultures.
Also I uploaded map with broken culture mechanics lmao. That is spawned trough WB not trough creating temp player with different continental culture for immediate conquest.
I gyess game enforced its rules because you need separate player with other unique culture to make it work.
 
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That didn't fix the problem with that game but it wouldn't necessarily if I was supposed to do that before starting it?
Correct, it Must be cleared before you Start a New game with a New Map version or a new SVN or Release version of the Mod.
 
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