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

Their cost is set to 16 in XML.
OK, so if based on your analysis they should be more expensive, perhaps you're right that they should be and it was some tech movements that caused this issue or was just a mistake in the first place.
 
OK, so if based on your analysis they should be more expensive, perhaps you're right that they should be and it was some tech movements that caused this issue or was just a mistake in the first place.
It was mistake most likely.
 
Also possible they weren't recost at all for some reason.
Ancient Workboats are consumed just like gatherers.
I'm not sure if its case for all their build actions.
This sounds like good reason for them being cheap.

Classical and later ones seems to have proper cost.
 
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Ancient Workboats are consumed just like gatherers.
I'm not sure if its case for all their build actions.
This sounds like good reason for them being cheap.

Classical and later ones seems to have proper cost.
All workboats before Transhuman are consumed by their build. That is normal BtS behaviour and so no reason for them being cheap. BTW some other mods make you pay for the improvement as well as consume the work boat.
 
I think it's fixed now in SVN 9707, not that easy to test changes to random events...
I guess I can trigger the event manually from the in-game python console, but I've never tried using it before and do not plan to figure it out now.

FYI, this bug (the Bermuda triangle event affecting land units) still occurs.

Edit: I just noticed that this event has iNumUnits set. This, AFAIK, only works if UnitsRequired is also set, which it shouldn't be for this event. Removing iNumUnits seems to fix this bug for the test save that I had established.

Incidentally, what's the best way for me to contribute this and other fixes that I've been working on back to the project?
 
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Incidentally, what's the best way for me to contribute this and other fixes that I've been working on back to the project?
You could start by posting the changes on the forum, some of the modders would then put it on the SVN if they agree with the suggested change.

Eventually you may be granted SVN write access. I think Thunderbrd is the one you should talk to about that.
Edit: I just noticed that this event has iNumUnits set. This, AFAIK, only works if UnitsRequired is also set, which it shouldn't be for this event. Removing iNumUnits seems to fix this bug for the test save that I had established.
I find it odd if it really works with that change.
examples of events that does not have <UnitsRequired> defined, and have <iNumUnits> X>0 </iNumUnits> that seems to work:
EVENTTRIGGER_STUCK_IN_SWAMP
EVENTTRIGGER_QUICKSAND
EVENTTRIGGER_TARPIT

Test it out for a while, confirm that the event still happens for ships at sea, that it doesn't happen on plots with no owned units, and that it never happens on land.
 
Hmm, that's a good point about those other events.

I don't yet have a test case set up to check that the event still works for ships at sea, but that's the next step, yeah.
 
You could start by posting the changes on the forum, some of the modders would then put it on the SVN if they agree with the suggested change.

Eventually you may be granted SVN write access. I think Thunderbrd is the one you should talk to about that.
I find it odd if it really works with that change.
examples of events that does not have <UnitsRequired> defined, and have <iNumUnits> X>0 </iNumUnits> that seems to work:
EVENTTRIGGER_STUCK_IN_SWAMP
EVENTTRIGGER_QUICKSAND
EVENTTRIGGER_TARPIT

Test it out for a while, confirm that the event still happens for ships at sea, that it doesn't happen on plots with no owned units, and that it never happens on land.
The STUCK_IN_SWAMP one does have a bug. It should not be happening to units that are in a city or fortification but it occasionally does.
 
The STUCK_IN_SWAMP one does have a bug. It should not be happening to units that are in a city or fortification but it occasionally does.
Hard to exclude fortifications through xml (a possibility is to include all improvements except for fortifications), but it does exclude routes and cities always have a route on its plot. Are you sure that it can happen in cities?
A <PythonCanDo> could be used to easily exclude fortifications.

Perhaps I should write a small python piece for the Lost at Sea event to really define the event without using all those xml tags.
I'll wait for Molark to test his fix first.
 
Hard to exclude fortifications through xml (a possibility is to include all improvements except for fortifications), but it does exclude routes and cities always have a route on its plot. Are you sure that it can happen in cities?
A <PythonCanDo> could be used to easily exclude fortifications.

Perhaps I should write a small python piece for the Lost at Sea event to really define the event without using all those xml tags.
I'll wait for Molark to test his fix first.
It just happened. That is why I remembered.
 
Incidentally, what's the best way for me to contribute this and other fixes that I've been working on back to the project?
PM me your sourceforge username.
 
The STUCK_IN_SWAMP one does have a bug. It should not be happening to units that are in a city or fortification but it occasionally does.
Yeah got me in a city last game I was playing.
 
Question about version numbers: I just updated to the latest SVN (said I was at 10219 when it finished), but when I started a new game, the flag tooltip says I'm at Caveman2Cosmos Build 10154. I haven't updated since June, which is before 10154 was used. Or are the SVN number and the build number different things?

I emptied out the Caveman2Cosmos mod folder before updating it, fwiw.

Also, is there someplace to get a more detailed description of what the various SmartMap settings are for? Some of them are a bit cryptic.
 
Question about version numbers: I just updated to the latest SVN (said I was at 10219 when it finished), but when I started a new game, the flag tooltip says I'm at Caveman2Cosmos Build 10154. I haven't updated since June, which is before 10154 was used. Or are the SVN number and the build number different things?

I emptied out the Caveman2Cosmos mod folder before updating it, fwiw.

Also, is there someplace to get a more detailed description of what the various SmartMap settings are for? Some of them are a bit cryptic.
I think I hav ethis the right way round. The build number refers to the SVN number when the dll was last compiled. Not all changes require the dll to be required. Most XML changes will change game play but don't require the dll to be compiled. This makes modding a whole lot easier;)
 
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