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

Sorry but why? The Civics, as of SVN 9943, are working as designed in the Preh Era. At least they are on Epic GS and Immortal Handicap. I'm not sure where or what DH is looking at though. Just know from play last night and today on a new game that they are fine in the Preh Era and are costing 1 Anarchy turn in Ancient Era.
I'm not sure if it's necessary either atm.

I've been talking to TB about adding a quantity discount on anarchy time. So the more civics you change at the same time the more turns is cut off from the resulting amount of anarchy turns.
In the process of adding that quantity discount there may be some calculation and logic changes. Changes that the era modifiers to anarchy time may need to be adjusted to.
 
The assassinate btn for assassins, is no longer in use?? cant see one and i have units there also a non-fighting unit?? pic 1

For some reason now the Great General dos-attaches itself when encountering any animal or a fighting unit if the unit moves? pic2

pic 3 the Hashis . . .has the assassinate btn??
 
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Can't update the SVN. Did anything change in the target; svn://svn.code.sf.net/p/caveman2cosmos/code/trunk or is it Tortoise SVN being wonky?
 
Can't update the SVN. Did anything change in the target; svn://svn.code.sf.net/p/caveman2cosmos/code/trunk or is it Tortoise SVN being wonky?

Sourceforge has been pretty wonky of late and even the modders are having a hard time dealing with it.

The assassinate btn for assassins, is no longer in use?? cant see one and i have units there also a non-fighting unit?? pic 1

For some reason now the Great General dos-attaches itself when encountering any animal or a fighting unit if the unit moves? pic2

pic 3 the Hashis . . .has the assassinate btn??

#2 happens with captives and gatherers too.
 
Can't update the SVN. Did anything change in the target; svn://svn.code.sf.net/p/caveman2cosmos/code/trunk or is it Tortoise SVN being wonky?

From the SourceForge site:

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What happens if you turn that limit down? It may be that the AI is trying too hard to make sure it's worth making the attack. (putting too much stock on the value of taking that tile or something.)
I reduced it to 80% and still no luck. Then I went down to 40 and voilá, automated hunting started again. I increased to 75% and the hunting is still proceeding. So the hunting is still working but somehow the numbers seem to be wrong (I hope I don´t loose too many hunting units now, none in the next 2 turns though).
 
I reduced it to 80% and still no luck. Then I went down to 40 and voilá, automated hunting started again. I increased to 75% and the hunting is still proceeding. So the hunting is still working but somehow the numbers seem to be wrong (I hope I don´t loose too many hunting units now, none in the next 2 turns though).
Again... this is due to a change koshling made ages ago to include more than odds into consideration. It is tough to divide out for player automations.
 
The assassinate btn for assassins, is no longer in use?? cant see one and i have units there also a non-fighting unit?? pic 1

For some reason now the Great General dos-attaches itself when encountering any animal or a fighting unit if the unit moves? pic2

pic 3 the Hashis . . .has the assassinate btn??
A fighting unit does not immediately qualify as a target for assassination. Only those unit and unitcombat types designated as targets can be assassinated and if those types aren't present then you won't get the mission button. Note that the spy assassination mission is going after planted great people and not units. Yes, the Hashishins were the historical origin of the term assassin so are a cultural unit version of the assassin unit.

On 2... Are you automating anything here?
 
A fighting unit does not immediately qualify as a target for assassination. Only those unit and unitcombat types designated as targets can be assassinated and if those types aren't present then you won't get the mission button. Note that the spy assassination mission is going after planted great people and not units. Yes, the Hashishins were the historical origin of the term assassin so are a cultural unit version of the assassin unit.

On 2... Are you automating anything here?

no i only anly automate the hunter/explore units and workers nothing else . .

and i really like assassinations, lol, jj (just joking), lol (ingame only) . . .
 
no i only anly automate the hunter/explore units and workers nothing else . .
So what are you saying is happening? That the General automatically somehow groups with the unit as you walk the General past him or what?
 
I think he said that he has a field commander grouped with a regular unit, and that they ungroup every time he ask the group to attack something.... or something along that line.
Ah... well... hmm. I'll have to look into that.
 
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Ah... well... hmm. I'll have to look into that.
I want to emphasise that this has been going on for a good amount of time. I've had this occur a lot with captives of any variety for over a year.

Specifically, grouping them with EITHER a hunter or a military unit and then trying to kill any barbarian or animal. The military/hunter unit will decouple with the civilian unit.
 
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I have noticed this ALOT lately, auto-mated workers are NOT going out and "working" i just captured a civ and NONE of the cities around them had and pastures/plantations/farms around them??? I have mine set on improve town/city worker not civ stuff . .
 

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I have noticed this ALOT lately, auto-mated workers are NOT going out and "working" i just captured a civ and NONE of the cities around them had and pastures/plantations/farms around them??? I have mine set on improve town/city worker not civ stuff . .
Not a Modder but I see animals on those tiles, think the ai is keeping them from young into those tiles because of it. Happens with scouts too with auto explore. Also wanderers and auto hunt
 
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