Discussion in 'Bugs and Crashes' started by Dancing Hoskuld, Feb 24, 2018.
See if he doesnt have the status that looks like a hand activated.
Exploration units start with "Stay the Hand" active, and this remains active even if/when they get upgraded to hunting units. As KaTiON_PT implies, you need to turn off this status if you want to use this unit to actually, y'know, hunt. And on a related note, you can deactivate "Stay the Hand" on exploration units, using them as hunters even without the upgrade - although they really aren't good at it. But it is an option.
I have stopped building scouts because they no longer upgrade to trackers. Although this may have been fixed as I have not played in over a month.
It's screwing up the AI. They don't share the same type of AI. I don't build them either because they can't attack.
However a lot of work has just been put into a bug reported when a scout is upgraded to a hunter. A lost of that work could have been avoided if someone just said that the upgrade was an old feature that had been removed because of all the problems it was causing. IE scouy units can no longer upgrade to hunter units which fixes the problems encountered
I didn't know it had been done, only that it had been talked about. I think it was something Joe did with consent and for the reason of AI as mentioned but I didn't realize it had been done for sure.
Actually though, I take it back. I do build scouts to accompany hunters because they are great decoy units to soak attacks and flee from them and in so doing pad the hunter against ambusher, barbarian, too powerful animals, and neanderthal attacks thus greatly increasing the chances of the hunter's survival. Thus the hunter is the sword while the scout is the shield. The AI is programmed to do this and it does work pretty well, not as effectively as sending along a strong melee unit with the hunter, but a whole lot faster since the scout can keep up with the hunter. Also more effective at spawning great hunters.
I just started up C2C, and when I started a game, the user interface did not display any of the info or buttons around the screen. I'm using the 38.5 version, no SVN.
Here's what it looks like:
Spoiler Image :
Do you have any idea what went wrong and how to fix it?
Mod folder name MUST BE Caveman2Cosmos
Start game as Administrator.
Pretty sure it is. I just checked my mods folder, and it shows up correctly in the screen shot as well: "Mods\Caveman2Cosmos"
@Publicola maybe this can help you. https://forums.civfanatics.com/threads/no-interface-in-game.570719/#post-14354735
'Run as Administrator' fixed the problem. Thanks!
The Doodle God music in the prehistoric era won't play. In fact, I get an error message saying it failed to play.
@CreativeCaprine Maybe your CIV4EraInfos.xml got corrupted. Place the attachment inside Assets\XML\GameInfo and tell us if that fixed it.
If not then do a full reinstall of c2c.
Will do. I'll report how it turned out.
@KaTiON_PT I checked my C2C folder just to be sure, and a lot of the music wasn't there at all.
I was going to say it might have been corrupted, but halfway through writing this post, I remembered I extracted it for listening while not playing C2C.(I probably should have copied it instead, yeah)
Don't blame me for liking the soundtrack.
I have no idea what happened, and I can't upload a save file because, well...
I reached turn 40 or so, 186500 BC in my game, and the game started its usual autosave. Except, for whatever reason, rather than a 1551 KB save file, it kicked out a 23607915 KB file. Yeah, the autosave was 22.5 gigabytes big.
I didn't know any of this until after I'd restarted my computer, because of course the game had locked up completely for several minutes.
Has anyone encountered this before, and does anyone have an idea of how to keep it from happening later?
That was random save corruption. Delete that autosave and continue from older one.
Another random issue with the game, though this one doesn't seem to be causing the game to break. I've been fighting and capturing a bunch of barbarians & neanderthals, bringing them back to my cities, and planting them as 'slave compound > slave industry > settled slave > productive slave' focusing on production.
For whatever reason, I now seem unable to settle any of my captives as 'slave specialists', not just 'productive' but any focus. I can still build the specialized buildings ('slave compound: culture') but I can only settle them as default 'settled slaves' with +1 +1 +1 .
I double-checked to make sure I didn't already have those specialist slots filled.
Then I opened WorldBuilder, deleted the captive unit, and manually added the proper slave specialist to that city.
Exit Worldbuilder, finish moving the rest of my units, end turn, city finishes its production, I open the city screen... the slave specialist is gone.
I am so very confused. Any ideas?
I'm completely confused by what you're saying about worldbuilder but I'm pretty sure DH had built in some limits to how many specialists could be settled.
You have to have 2 normal slaves for each set of specialist slaves. IE settled slave, then settled slave, then you get the ability to settle one each of the specialists before having to do the normal slaves again.
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