Single Player bugs and crashes v38 plus (SVN) - After the 20th of February 2018

Should Cutthroats be able to kill ships in port?
No. Let's see the save if that's happening. There is one way I can think this is taking place... not saying it's not buggy.
 
Goal on Epic as you stated it is 6 turns per tech. We were seeing 1 and 2 once reaching the late Ren Era. She's probably doing better at that stage than an 'average' expectable result but it's still quite severely off target. That was after previous adjustments to improve things. After this latest adjustment it went back up to 3 per turn so is certainly not overcompensating on her game.

DH has stated, and I agree, that even hitting ancient you start falling behind in construction vs tech rates and the construction rate per era is already now flattened out so I don't want to go into the negatives on that. All games I've seen suggest this is the right way to adjust things but I'm always open to feedback from active in-game experiences. Prehistoric is about right on so the rest is all just adjusting for progress.

See my Civic Changes thread for savegame and screen shots on a New Immortal Normal game started last night. Played with SVN 10370. Will update it this morning.
 
See my Civic Changes thread for savegame and screen shots on a New Immortal Normal game started last night. Played with SVN 10370. Will update it this morning.
Cool. Already gave some feedback there. It's good to run some community test games for some wider feedback bases.
 
I'm having fun with this game, it's brilliant. It crashes spontaneously about one turn in twenty but it usually works okay on a reload, I got some good advice from Thunderbird about an error message that helped, and I found a thread that explained why I was getting the message "Failed to compress game data" and deleted my spare saves.

Anyway, my question is: are the crashes happening because of my computer? This is what it says on the chassis:
  • Intel Core i5-825OU 1.6GHz with Turbo Boost up to 3.4GHz
  • Intel UHD Graphics
  • 20GB Memory, 16GB Intel Optane Memory + 4GB DDR4 Memory
  • 1000GB HDD
I know what that last one means, the rest I'm a bit vague about. I use my computer for Civ, reading the newspaper and processing my photos, and the photos take up 160GB or so. Anyway, with this computer should I expect to play a full game of C2C?

Thanks.
 
I'm having fun with this game, it's brilliant. It crashes spontaneously about one turn in twenty but it usually works okay on a reload, I got some good advice from Thunderbird about an error message that helped, and I found a thread that explained why I was getting the message "Failed to compress game data" and deleted my spare saves.

Anyway, my question is: are the crashes happening because of my computer? This is what it says on the chassis:
  • Intel Core i5-825OU 1.6GHz with Turbo Boost up to 3.4GHz
  • Intel UHD Graphics
  • 20GB Memory, 16GB Intel Optane Memory + 4GB DDR4 Memory
  • 1000GB HDD
I know what that last one means, the rest I'm a bit vague about. I use my computer for Civ, reading the newspaper and processing my photos, and the photos take up 160GB or so. Anyway, with this computer should I expect to play a full game of C2C?

Thanks.
I don't think so. My wife is experiencing this as well. Minis are not helping me find the exact source of these problems. There are some memory leaks in the EXE we are aware of but this does seem a bit more frequent lately than just that alone. I'm looking at it but some problems are hard to pin down.
 
OK, I don't know what you have done to snail speed but I am getting 2-5 techs in the time it takes to build one building and I have not reached Cooking yet!
 
OK, I don't know what you have done to snail speed but I am getting 2-5 techs in the time it takes to build one building and I have not reached Cooking yet!
Let's discuss this further in the balance thread but I suspect there's a bug on one of your scaling settings somehow. The recent adjustments to tech costs are not related to anything in the prehistoric so it would have to be something else there. We'll have to take a look at all the scaling factors and options that relate to it that you are employing. Such as, are you on upscaled tech costs or not? Upscaled building and unit costs? That sort of thing. But the first question really is: how many turns is it taking to earn a tech?

Super early in the game, the yields you are getting from the first plots can also be a factor - if you're getting tons of Commerce and very little Production then this CAN happen naturally.
 
Pests (Locusts) requires only Grain, and so gets built in every city. It should require the vicinity grain resource (not necessarily improved), and only get built where grain is produced.
 
Grain is manufactured resource - that is don't exist on map.

But it looks like all Pest buildings are like this.
When a building generates grain, however, it gives vicinity access to that city. Other cities without the building may have access to grain but not vicinity access. Therefore vicinity still matters even to manufactured resources.
 
When a building generates grain, however, it gives vicinity access to that city. Other cities without the building may have access to grain but not vicinity access. Therefore vicinity still matters even to manufactured resources.
Ah so I can use normal vicinity tag here?
But that could be a little artificial, as when something requires resource in vicinity, then it says it needs improved (or unimproved if rawvicinity) resource.
That text wouldn't fit well with manufactured resource.
 
That text wouldn't fit well with manufactured resource.
Then I suppose we should adjust the text to denote that it can also mean a locally manufactured source.
Ah so I can use normal vicinity tag here?
Yes, you can use a vicinity prerequisite tag rather than a normal bonus prerequisite.
 
Then I suppose we should adjust the text to denote that it can also mean a locally manufactured source.

Yes, you can use a vicinity prerequisite tag rather than a normal bonus prerequisite.
Well then text would kinda clash with raw vicinity text, also there are two sets of such texts - other one is used for second and subsequent resources.
Code:
    <TEXT>
        <Tag>TXT_KEY_REQUIRES_IN_CITY_VICINITY</Tag>
        <English>[COLOR_WARNING_TEXT]Requires (Improved and Routed) in City Vicinity:[SPACE]</English>
    </TEXT>
    <TEXT>
        <Tag>TXT_KEY_REQUIRES_RAW_IN_CITY_VICINITY</Tag>
        <English>[COLOR_WARNING_TEXT]Requires (No Requirement to Improve or Route) in City Vicinity:[SPACE]</English>
    </TEXT>

    <TEXT>
       <Tag>TXT_KEY_REQUIRES_VICINITY_BONUS</Tag>
       <English>[COLOR_WARNING_TEXT]Requires an Improved and Connected %s1_Text in City Vicinity[COLOR_REVERT]</English>
   </TEXT>
   <TEXT>
       <Tag>TXT_KEY_REQUIRES_RAW_VICINITY_BONUS</Tag>
       <English>[COLOR_WARNING_TEXT]Requires %s1_Text in City Vicinity, No need for Improving or Connecting[COLOR_REVERT]</English>
   </TEXT>
Is there tag, that separates map and manufactured resources?
If tag would be present, then instead of above texts you could get vicinity text dedicated to manufactured resources:
Code:
 <TEXT>
        <Tag>TXT_KEY_REQUIRES_MANUFACTURED_IN_CITY_VICINITY</Tag>
        <English>[COLOR_WARNING_TEXT]Requires Locally Produced[SPACE]</English>
   </TEXT>
   <TEXT>
       <Tag>TXT_KEY_REQUIRES_MANUFACTURED_VICINITY_BONUS</Tag>
       <English>[COLOR_WARNING_TEXT]Requires Locally Produced  %s1_Text[COLOR_REVERT]</English>
   </TEXT>
 
Last edited:
Is there tag, that separates map and manufactured resources?
If tag would be present, then instead of above texts you could get vicinity text dedicated to manufactured resources:
There is a category that can define the difference but you can manufacture map resources as well so better just to say
Requires (Improved and Routed or generated by a building) in City Vicinity:[SPACE]

or even

Requires (Improved and Routed or Manufactured) in City Vicinity:[SPACE]
and
Requires an Improved and Connected or Manufactured %s1_Text in City Vicinity
 
There is a category that can define the difference but you can manufacture map resources as well so better just to say
Requires (Improved and Routed or generated by a building) in City Vicinity:[SPACE]

or even

Requires (Improved and Routed or Manufactured) in City Vicinity:[SPACE]
and
Requires an Improved and Connected or Manufactured %s1_Text in City Vicinity

Still there would be noticeable difference with raw vicinity:
Requires (No Requirement to Improve or Route) in City Vicinity:
Requires %s1_Text in City Vicinity, No need for Improving or Connecting
 
Correct there is no problem.

Somebody just wants to fiddle with things. :p
Actually, it does have a different meaning. If you aren't where the farming is taking place, you shouldn't need the scarecrows, right?

Still there would be noticeable difference with raw vicinity:
Requires (No Requirement to Improve or Route) in City Vicinity:
Requires %s1_Text in City Vicinity, No need for Improving or Connecting
I suppose I was assuming it would be understood that manufactured then also means 'in City Vicinity' but if we want to say:

Requires on a Plot (No Requirement to Improve or Route), or Manufactured, in City Vicinity:

and

Requires %s1_Text in City Vicinity, either Manufactured or on a Plot (No need for Improving or Connecting)

We could.
 
Back
Top Bottom