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

have a huge disconnect on healers when u hit the Information era: can only build sheapard with a 2.0, because once u build the "surgeons office" it deletes/replaces (supposedly)(but it doesnt as far i can tell)???? the Dr Office, which is required for next level healer, if u didnt follow, ie: can only build now Shepard's in Info Era and cant build anything higher for a long long long time
 

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have a huge disconnect on healers when u hit the Information era: can only build sheapard with a 2.0, because once u build the "surgeons office" it deletes/replaces (supposedly)(but it doesnt as far i can tell)???? the Dr Office, which is required for next level healer, if u didnt follow, ie: can only build now Shepard's in Info Era and cant build anything higher for a long long long time
I looked in toffer pedia and it seems like city is bit behind times:
Healer Hut - Prehistoric.
Doctor's Office - Medieval.
Surgeon's Clinic - Renaissance.
Medical Clinic - Modern.
Spoiler :

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Shepherd sounds like animal healer line.
It is first unit in upgrade line accessible in prehistoric era.....

Doctor is Human healer line.
Spoiler :
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Disable in BUG options section "Hide Untrainable Units//Buildings"
 
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Raxxo: Can you get a screenshot showing the surgeon's tool tip? That's what he's claiming is untrainable when he replaces the Dr's Office with the Surgeon's Office.

I can see I need to include some OR building prereqs here most likely, just in case bonuses or something are allowing you to construct the next building but not allowing you to train the next unit that said building should give access to.
 
Raxxo: Can you get a screenshot showing the surgeon's tool tip? That's what he's claiming is untrainable when he replaces the Dr's Office with the Surgeon's Office.

I can see I need to include some OR building prereqs here most likely, just in case bonuses or something are allowing you to construct the next building but not allowing you to train the next unit that said building should give access to.
Here is Surgeon in pedia, and tooltip in upgrade tree.
Spoiler :
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Dhz2eXC.jpg
 
It looks like Drugs are the issue. Probably should add Drugs as a prereq to the Surgeon's Office so the Office at least shares the same Bonus prereqs as the unit it unlocks. Thus you wouldn't be replacing the unit you can train with the previous building with something you can't train if you construct the Surgeon's Office.
 
have a huge disconnect on healers when u hit the Information era: can only build sheapard with a 2.0, because once u build the "surgeons office" it deletes/replaces (supposedly)(but it doesnt as far i can tell)???? the Dr Office, which is required for next level healer, if u didnt follow, ie: can only build now Shepard's in Info Era and cant build anything higher for a long long long time
Have you built Modern Offices in those cities yet?
 
It looks like Drugs are the issue. Probably should add Drugs as a prereq to the Surgeon's Office so the Office at least shares the same Bonus prereqs as the unit it unlocks. Thus you wouldn't be replacing the unit you can train with the previous building with something you can't train if you construct the Surgeon's Office.
Be very careful here. We have had this issue with the Drugs resource before with the Doctor Office, if I remember correctly.

edit as a thought if a unit requires a building to be built then maybe any resource requirements that the unit has should be on the building instead. At least if it is a first tier unit of that building.

In particular in this instance I am saying that the upgraded healer units should not need the Drugs bonus but the building that is needed for the unit does.

I am fairly sure that that was the problem we had with the Doctor's Office.
 
Be very careful here. We have had this issue with the Drugs resource before with the Doctor Office, if I remember correctly.

edit as a thought if a unit requires a building to be built then maybe any resource requirements that the unit has should be on the building instead. At least if it is a first tier unit of that building.

In particular in this instance I am saying that the upgraded healer units should not need the Drugs bonus but the building that is needed for the unit does.

I am fairly sure that that was the problem we had with the Doctor's Office.
If it's required for the building then it's proven provided so you can apply the need to the unit safely as well. Not much of a distinction at that point except to help the player more readily grasp the need for the resource without having to dig as far as seeing the prereq on the building to understand what might be missing.

The problem, as both of us agree, is that in THIS case, the building isn't requiring the drugs but the units are.

BTW, the Surgeon's office IS the old Doctor's Office so apparently this was never resolved properly to begin with.
 
If it's required for the building then it's proven provided so you can apply the need to the unit safely as well. Not much of a distinction at that point except to help the player more readily grasp the need for the resource without having to dig as far as seeing the prereq on the building to understand what might be missing.

The problem, as both of us agree, is that in THIS case, the building isn't requiring the drugs but the units are.

BTW, the Surgeon's office IS the old Doctor's Office so apparently this was never resolved properly to begin with.
I have extreemely slow internet at teh moment and my game of C2C hangs whenever I try and do something eg like look at the pedia.

Then I must be talking about the building before it. The problem is that people add in a new unit and say it needs resources and a building but then dfon't go back and make sure the building matches. That is what has happened with this line of units and buildings.

When you fix this one it will probably fall over for the next in the upgrade chain so check those also.
 
was just looking and same thing has happened to the crime units??ceow pic) they have gone to crowbar ones??? attached is game IF u need it . .

EDIT: OK didnt add any really important buildings but added new resources from another civ, and all of a sudden i have new and improved healers, but now as above only crowbar crime guys. . (surg pic)

also i have before built ammunition in each city and now it says i only have 1 in all my cities, WHAT?? (res pic_
 

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was just looking and same thing has happened to the crime units??ceow pic) they have gone to crowbar ones??? attached is game IF u need it . .

EDIT: OK didnt add any really important buildings but added new resources from another civ, and all of a sudden i have new and improved healers, but now as above only crowbar crime guys. . (surg pic)

also i have before built ammunition in each city and now it says i only have 1 in all my cities, WHAT?? (res pic_

You are missing the police precinct building, which is a requirement for the newer police units. (looking at SWAT police)
You are also missing resources, including tires, biopolymers, personal computers, Kevlar, Radio, and either oil products or biofuel.
Police mechs requires, well, mechs.

It's possible that there's an issue with an obsolete, but on the surface it seems that you didn't build the buildings required to advance the police before the old units went obsolete.

Edit:
My version is mismatched from yours, so there might be certain issues with what I wrote (no idea what might occur), though raxo seem to get the same things.
Most police are being obsoleted when you advance enough, so most likely when you researched police mechs, your oldest police units went away.
 
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You are missing the police precinct building, which is a requirement for the newer police units. (looking at SWAT police)
You are also missing resources, including tires, biopolymers, personal computers, Kevlar, Radio, and either oil products or biofuel.
Police mechs requires, well, mechs.

It's possible that there's an issue with an obsolete, but on the surface it seems that you didn't build the buildings required to advance the police before the old units went obsolete.
Looks like issue with too high era iconstruct modifiers too, as he didn't modernize cities fast enough.
Also technology is lagging behind - 2200 - 3500 AD would be Transhuman era.
 
Also technology is lagging behind - 2200 - 3500 AD would be Transhuman era.
Tech is going to lag behind If you have the No Tech Handicap for Human On. I've posted this repeatedly now. Especially on the faster GS.

Even if you also have TD On and WFL On. The player does not benefit from either but the AI will.

Does SO have No Tech Handicap On? And what is his Difficulty level?
 
Tech is going to lag behind If you have the No Tech Handicap for Human On. I've posted this repeatedly now. Especially on the faster GS.

Even if you also have TD On and WFL On. The player does not benefit from either but the AI will.

Does SO have No Tech Handicap On? And what is his Difficulty level?
Hes playing on Noble/Normal/Large world.
WFL is on, and No Tech Handicap isn't listed here as well Tech Diffusion - I guess both of them are off.
Spoiler :

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WFL is on, and No Tech Handicap isn't listed here as well Tech Diffusion - I guess both of them are off.
No if Tech Diffusion is not listed it means it is On. The game set up Option If "checked" is No Tech Diffusion. So if you do not see No Tech Diffusion listed then it's On.

A "possible" conflict in SO's Option choices though could be using the Vanilla BtS Combat Engine Option and Then having all the Combat Mod Options On.
 
No if Tech Diffusion is not listed it means it is On. The game set up Option If "checked" is No Tech Diffusion. So if you do not see No Tech Diffusion listed then it's On.

A "possible" conflict in SO's Option choices though could be using the Vanilla BtS Combat Engine Option and Then having all the Combat Mod Options On.
This option list is bit confusing then.
I guess WorldBuilder option list would be better place to kook at.
Spoiler :

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Something kinda broke it though...

From gameoptions text about vanilla combat engine it seems, that damage output doesn't depend on HP, when this option is enabled.
There is nothing about possible incompatibility with combat mods in this text.
Spoiler :

<Tag>TXT_KEY_GAMEOPTION_VANILLA_COMBAT_ENGINE_HELP</Tag>
<English>This option returns the combat system to one much closer to the original.

In C2C combat, units recalculate their strength every round based on damage they may have taken in the last combat round. Furthermore, it is not only one unit that hits each round but both can hit and both can miss. The difference does change some aspects and the feel of combat and what you can expect from combat results.

For example, first strikes become much more powerful than they were on Vanilla BTS because hits taken before you can even counterattack will make all subsequent attacks you make much weaker.

In essence, this will mean that overwhelming numbers of units have a better chance to wear down stronger units whereas assumed C2C rules allow superior quality units to be much more powerful against lesser opponent units.</English>
 
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There is nothing about possible incompatibility with combat mods in this text.
Why would there be? The Vanilla BtS Combat Engine Option is a New Option (just recently added). And testing to conflicts is an ongoing process.
 
Why would there be? The Vanilla BtS Combat Engine Option is a New Option (just recently added). And testing to conflicts is an ongoing process.
Well maybe as general warning of possible conflict?

A "possible" conflict in SO's Option choices though could be using the Vanilla BtS Combat Engine Option and Then having all the Combat Mod Options On.
 
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