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

Looks like unit graphics was displaced.
Spoiler :
FMq0NNj.jpg


Instead of animal I see military unit :p

I got Hunter unit from tribal village even though I todn't have tech prereq for it.
 
Looks like unit graphics was displaced.
Spoiler :
FMq0NNj.jpg


Instead of animal I see military unit :p

I got Hunter unit from tribal village even though I todn't have tech prereq for it.
1) You're on too low a graphic setting or you changed the animations to not be on.
2) Yes, that is possible as designed.

  1. Download the Vc7.7z from https://1drv.ms/u/s!Ak5ogpmpfWwqgjuhLQiUojbzRjGZ
  2. Extract it to C:
  3. The Visual Studio 2003 SP1 C++ Compiler, Headers......... are now in C:\Vc7
  4. In the MakefilePaths in C2C's sources directory change the TOOLKIT to
    Code:
    TOOLKIT=C:\Vc7
Thank you!
 
Are barbarian neanderthals supposed to select "armed guard" promotion for random combat units? Seems off to me, but I'm not sure.
 
1) You're on too low a graphic setting or you changed the animations to not be on.
2) Yes, that is possible as designed.
I had animations disabled.

I saw several dummied out settlers as reward in handicap file.
 
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I made a patch to fix the flexible difficulty, not sure where to put it or if you want it, but it is here if you do: https://pastebin.com/raw/H1EjRzGR
It tidies up that function slightly as well, removing duplicated code and fixing some inconsistent naming. There were two bugs: first it only applies the limits when it is also going to change difficulty due to the other logic, and second it was including NPC civs in the standard deviation calculation, and as theirs scores are always zero it was throwing the calculation way off.
 
Can confirm, duck, pheasant and turkey don't give 1:hammers:
Maybe something happened when @Dancing Hoskuld merged his stuff?

If they used to give 1:hammers: too, then it could be restored.

As for "Actual" line there is BUG tab named "City Screen"
On this section on left you can see settings for displaying actual values.

DH says they never had it. Again I'm sure they did because it stuck out to me as odd.

As for the BUG tab concerning City screen, did you find there concise info to help make it better understood?
 
DH says they never had it. Again I'm sure they did because it stuck out to me as odd.
I did not say they never had it. I said I didn't change it in my merges.

At first I thought it might be because those two give two resources poultry and eggs but so do the other herds. They do allow a line of buildings to do with Cuisine, of which only the first in the line is in game. However the other herds also have lines of buildings.

The +1:hammers: was added to the other herds because of other useful byproducts eg antlers and horns. With pigs getting an extra :gold: because they are just so useful at weed control and because of bacon :lol:
 
Announcement:
There have been a few complaints of late about units not getting the promotions that come from an event that triggered. I looked into this in suspicion of a recent change but I don't think it's all that recent an issue now that I've looked closer and recall a few other details.

I'm making a change that should keep this loss from happening. However, I'm a little suspicious that there's another element unseen in all this. What would be super helpful, but very difficult to get, would be a save that catches this - aka one that is made before you hit the button and the event fires. If someone can catch this, I can be sure to find the problem. Then again, I may already have. Just keep an eye out and if you know you have such a save, please guard it with your life and upload it to the bug thread for me right away!
 
As for the BUG tab concerning City screen, did you find there concise info to help make it better understood?
If you hover over actual values options, then it only says, that with this option you can see by how much it will actually change things.
That is no indepth explanation, just what these options do.
 
9986
  • Should solve the majority of overflows in tech cost calculations. More needs to be done to support the later game.
Curiously overflows didn't happen past cosmic lifestyle.
I guess this is when FinalModifier was activated.
Overflows happened in Industrial-Transhuman eras.
That is midgame.

Now overflow still happens between Industrial and first part of modern era.
 
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latest SVN for some reason now the Master Hunter (maybe a few units) will not END turn to next unit after turns are done . . . autosave if u need to test movement of the MH . .
 

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latest SVN for some reason now the Master Hunter (maybe a few units) will not END turn to next unit after turns are done . . . autosave if u need to test movement of the MH . .

SO, have you figured out that if you right click on the unit then the game will move to the next unit?
 
SO, have you figured out that if you right click on the unit then the game will move to the next unit?
yes also, if u just move one more space manually, but, WHY, thats an extra step when WE never had to do that before, and it only happens, i "think" when u attack another unit/animal . .
 
Curiously overflows didn't happen past cosmic lifestyle.
I guess this is when FinalModifier was activated.
Overflows happened in Industrial-Transhuman eras.
That is midgame.

Now overflow still happens between Industrial and first part of modern era.
Hmm... shouldn't be that bad. It should only e when the tech cost starts to exceed 2 million. I'll take another look - it was a quickfix I put in place.
latest SVN for some reason now the Master Hunter (maybe a few units) will not END turn to next unit after turns are done . . . autosave if u need to test movement of the MH . .
Generally no unit will right now. After all attacks, the selected stack will not lose focus without clicking to pass turn or something along those lines to deselect the unit(s).

I'm still working on this but I MAY be trapped between a rock and a hard place on this. Where we are at is certainly better than it was. From what I can tell so far, if I run the function designed to keep this from happening, it works BUT, as soon as you attack, the whole stack goes to sleep whether other units in it can continue to move and attack or not.

So it's basically pick which bug you want and can live with but you either get this one or the other one. This is what I asked @alberts2 to help find the way through correctly for us.

I need to study the original vanilla setup on this to see how it managed to achieve both goals. It's probably that in the process of debugging stack attacks and ambushes, a small change was made that makes this situation what it is and it's also very possible that to correct it would mean going back to breaking stack attack or ambush. Then again, sometimes when you finally get to the root of the problem, other things you thought you were doing to fix symptoms along the way prove to not have been necessary. That sort of thing happened here recently too. Point being that we may yet be able to find that it can be more simply addressed than expected.
 
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