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

SVN10002: Forestry still doesn't work.
What do you mean it doesn't 'work'. Is this to say that you're not getting some aspect of the promotion once it's assigned, that it cannot be assigned, or what?

Also, remember that this does not repair units that were already in the game.
 
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ok see pic, move the tracker ONLY up ONE space to ATTACK the animal and u can see it has more movement but the screen goes blank where all the icons should be .. .

new game should be easy to load, current svn . .

or go one more turn and a new tracker will be built, and attack the animal right next to the city BUT only manually move him ONCE, . .
Thanks for the save SO. It took me a little time but I figured out what's getting skipped, where, and why it's critical and how to isolate it from the normal way in which it was being taken care of so that it could be run without causing trouble. Everything should be working fine now but if you can find more problems, let me know.
 
Thanks for the save SO. It took me a little time but I figured out what's getting skipped, where, and why it's critical and how to isolate it from the normal way in which it was being taken care of so that it could be run without causing trouble. Everything should be working fine now but if you can find more problems, let me know.
Yeah, things seem ALOT more smoothly, and maybe even less turn time for some reason . . (maybe??), lol
 
Mixed-Use-Development and Regional Planning Commission can only be built in a city with Metropolitan Administration. As the latter can´t be built in the Capitol these buildings also cannot be built there. Therefore they should have the pre-requisite of Capital Administration in addition.
 
What do you mean it doesn't 'work'. Is this to say that you're not getting some aspect of the promotion once it's assigned, that it cannot be assigned, or what?

Also, remember that this does not repair units that were already in the game.

It is my fault. Now it is working. Sorry...
 
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SVN 10003: If you promote the warrior (there is only one next to city) with forestry, CTD happens. If you promote the warrior with combat V, the game goes into an infinite loop.
 

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SVN 10003: If you promote the warrior (there is only one next to city) with forestry, CTD happens. If you promote the warrior with combat V, the game goes into an infinite loop.
I'll take a look later tonight. Sounds juicy.
 
SVN 10003: If you promote the warrior (there is only one next to city) with forestry, CTD happens. If you promote the warrior with combat V, the game goes into an infinite loop.
Well... I'm sorry to have to report this but I cannot replicate these bugs in the slightest. Everything processes fine on this end. Maybe you have something corrupt in you rmod folder? Sorry.
 
SVN 9977 Exploit: abuse pillaging of mines you built yourself

Find a hill outside of everybody's territory.
Place a stack of workers and a military unit there.
Build a mine (which is allowed outside of your borders, same for roads and quarries)
Pillage the mine with your military unit
Repeat

for a substantial amount of money each time you pillage. It is offset by unit upkeep, but if you don't have anything else to do with your workers, and you don't want to delete them, this way they give you additional money.

Recommended: don't allow pillage of neutral territory. Also the amount of money you get from pillage in enemy territory is quite high. 130 gold for an enemy mine!? these only produce 2-3 hammers/turn if I remember correctly. Where is the money coming from?
 
Exploit, seen on MajinBuu's deity Let's Play C2C Arabia on twitch yesterday:
( https://www.twitch.tv/videos/240990639 )

He found out that in the trade screen, the AI is willing to pay way too much for workers. Which has been reported before. He also found out that the AI sells workers for cheap. So he discovered a circular trade, in which he buys workers from the AI for cheap and sells them back to that AI for a lot more. Repeat in later turns and with other AIs
 
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Well... I'm sorry to have to report this but I cannot replicate these bugs in the slightest. Everything processes fine on this end. Maybe you have something corrupt in you rmod folder? Sorry.

I see. No worries. I have done completely different and continued playing :) If something similar happens again, before submitting, I will reload SVN folder and check again...
 
I see. No worries. I have done completely different and continued playing :) If something similar happens again, before submitting, I will reload SVN folder and check again...
With all the changes going on I suggest you also Clear the cache folder. If you have not done so in the last 10+ SVN updates. This can clear many many problems.
 
Exploit, seen on MajinBuu's deity Let's Play C2C Arabia on twitch yesterday:
( https://www.twitch.tv/videos/240990639 )

He found out that in the trade screen, the AI is willing to pay way too much for workers. Which has been reported before. He also found out that the AI sells workers for cheap. So he discovered a circular trade, in which he buys workers from the AI for cheap and sells them back to that AI for a lot more. Repeat in later turns and with other AIs

This can be easily tested.

But Noriad he is playing with a Pre v38 release version. Classical Era 1012AD, is Not a post v38 game nor one that has been updated past v38 release SVN 9912.

And as for your Mine exploit. I can not replicate it (so far) with my 10003 SVN game. Any particular worker unit used?
 
This can be easily tested.

But Noriad he is playing with a Pre v38 release version. Classical Era 1012AD, is Not a post v38 game nor one that has been updated past v38 release SVN 9912.

And as for your Mine exploit. I can not replicate it (so far) with my 10003 SVN game. Any particular worker unit used?
if that is so, then he should NOT be using this thread, it should be in one of the older ones that HIS game represents . . IMPO . .
 
The solution to this is being worked on and held hostage as a modmod by @Toffer90. :)

Is there some guide or explanation anywhere for how to install mod mods? I spend 30 minutes looking and couldn't find anything... In the end I just copied over the assets and merged the ini file, but that doesn't seem very good.
Regardless this mod mod is a lot better, except the ugly font and no more PLE, so thanks for pointing it out!
 
Regardless this mod mod is a lot better, except the ugly font
I always reduce font size.
To do so you need to go tp Caveman2Cosmos\Resource\Theme, open file C2CTheme_Common with notepad.
Somewhere on 3/4th way to bottom of file you will see following section:

Code:
            {
                GFont .Size0_Normal    = GFont("cambria","Regular",13, GFlags(GFontFeature, GFC_FONT_ALPHA),                  0, GRectMargin(2));
                GFont .Size0_Bold    = GFont("cambria","Bold",    13, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD),  0, GRectMargin(2));

                GFont .Size1_Normal    = GFont("cambria","Regular",15, GFlags(GFontFeature, GFC_FONT_ALPHA),                  0, GRectMargin(2));
                GFont .Size1_Bold    = GFont("cambria","Bold",    15, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD),  0, GRectMargin(2));

                GFont .Size2_Normal    = GFont("cambria","Regular",17, GFlags(GFontFeature, GFC_FONT_ALPHA),                  0, GRectMargin(2));
                GFont .Size2_Bold    = GFont("cambria","Bold",    17, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD),  0, GRectMargin(2));

                GFont .Size3_Normal    = GFont("cambria","Regular",20, GFlags(GFontFeature, GFC_FONT_ALPHA),                  0, GRectMargin(2));
                GFont .Size3_Bold    = GFont("cambria","Bold",    20, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD),  0, GRectMargin(2));

                GFont .Size4_Normal    = GFont("cambria","Regular",26, GFlags(GFontFeature, GFC_FONT_ALPHA),                128, GRectMargin(2));
                GFont .Size4_Bold    = GFont("cambria","Bold",    26, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD),256, GRectMargin(2));
            }

I change two biggest fonts to
Code:
            {
                GFont .Size0_Normal    = GFont("cambria","Regular",13, GFlags(GFontFeature, GFC_FONT_ALPHA),                  0, GRectMargin(2));
                GFont .Size0_Bold    = GFont("cambria","Bold",    13, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD),  0, GRectMargin(2));

                GFont .Size1_Normal    = GFont("cambria","Regular",15, GFlags(GFontFeature, GFC_FONT_ALPHA),                  0, GRectMargin(2));
                GFont .Size1_Bold    = GFont("cambria","Bold",    15, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD),  0, GRectMargin(2));

                GFont .Size2_Normal    = GFont("cambria","Regular",17, GFlags(GFontFeature, GFC_FONT_ALPHA),                  0, GRectMargin(2));
                GFont .Size2_Bold    = GFont("cambria","Bold",    17, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD),  0, GRectMargin(2));

                GFont .Size3_Normal    = GFont("cambria","Regular",19, GFlags(GFontFeature, GFC_FONT_ALPHA),                  0, GRectMargin(2));
                GFont .Size3_Bold    = GFont("cambria","Bold",    19, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD),  0, GRectMargin(2));

                GFont .Size4_Normal    = GFont("cambria","Regular",21, GFlags(GFontFeature, GFC_FONT_ALPHA),                128, GRectMargin(2));
                GFont .Size4_Bold    = GFont("cambria","Bold",    21, GFlags(GFontFeature, GFC_FONT_ALPHA, GFC_FONT_BOLD),256, GRectMargin(2));
            }
There is absolutely no reason for two biggest fonts to be this big, if everyone can read font size of 13 or 15 without any problems.

On smallest resolution all font sizes could be bumped down by notch or two and on biggest - bumped up by notch or two.
 
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