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

In the screen shot showing the right side panel with Education Unaware giving -1 beaker, at -100 Education the next Bad education "building" should also be displayed. It kicks in at -25 education level, the one showing kicks in at -10 ED. Toffer's UI is missing this. Regular UI displays it. IIrc it's called Education Ignorance.
No, each educational level is unlocked by X lifestyle tech.
That is on Ancient era you can have up to 2 positive or negative levels of education, on Classical - 3 levels and so on.

This is definition for second negative level.
Code:
        <BuildingInfo>
            <!-- Education (Foolish) -->
            <BuildingClass>BUILDINGCLASS_EQ_MINUS2</BuildingClass>
            <Type>BUILDING_EQ_MINUS2</Type>
            <Description>TXT_KEY_BUILDING_EQ_MINUS2</Description>
            <Civilopedia>TXT_KEY_BUILDING_EQ_PEDIA</Civilopedia>
            <Strategy>TXT_KEY_BUILDING_EQ_STRATEGY</Strategy>
            <Advisor>ADVISOR_SCIENCE</Advisor>
            <!-- Graphical and interface -->
            <ArtDefineTag>ART_DEF_BUILDING_EQ</ArtDefineTag>
            <iMinAreaSize>-1</iMinAreaSize>
            <!-- Prerequisites -->
            <MapCategoryTypes>
                <MapCategoryType>MAPCATEGORY_EARTH</MapCategoryType>
            </MapCategoryTypes>
            <PrereqTech>TECH_SEDENTARY_LIFESTYLE</PrereqTech>
            <!-- Construction cost -->
            <iCost>-1</iCost>
            <!-- Main effects -->
            <YieldModifiers>
                <iYield>0</iYield>
                <iYield>-5</iYield>
                <iYield>-5</iYield>
            </YieldModifiers>
            <CommerceChanges>
                <iCommerce>0</iCommerce>
                <iCommerce>-1</iCommerce>
            </CommerceChanges>
            <CommerceModifiers>
                <iCommerce>0</iCommerce>
                <iCommerce>-5</iCommerce>
            </CommerceModifiers>
            <!-- Specialist effects -->
            <iFreeSpecialist>-1</iFreeSpecialist>
            <!-- Great People effects -->
            <iGreatPeopleRateModifier>-3</iGreatPeopleRateModifier>
            <iGreatGeneralRateModifier>-1</iGreatGeneralRateModifier>
            <!-- Misc. Effects -->
            <iWarWearinessModifier>-1</iWarWearinessModifier>
            <iTradeRouteModifier>-2</iTradeRouteModifier>
            <iPopulationgrowthratepercentage>-10</iPopulationgrowthratepercentage>
            <!-- Special properties -->
            <bNukeImmune>1</bNukeImmune>
            <!-- Properties diffusion -->
            <Properties>
                <Property>
                    <PropertyType>PROPERTY_FLAMMABILITY</PropertyType>
                    <iPropertyValue>1</iPropertyValue>
                </Property>
            </Properties>
            <PropertyManipulators>
                <PropertySource>
                    <PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
                    <PropertyType>PROPERTY_CRIME</PropertyType>
                    <iAmountPerTurn>2</iAmountPerTurn>
                </PropertySource>
                <PropertySource>
                    <PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType>
                    <PropertyType>PROPERTY_DISEASE</PropertyType>
                    <iAmountPerTurn>2</iAmountPerTurn>
                </PropertySource>
            </PropertyManipulators>
        </BuildingInfo>

Only Blissful Ignorance is education pseudobuilding, that isn't restricted by eras.
 
@Raxo, noted and corrected in my previous post. Toffer's UI threw me off.

EDIT: And just noted that the +1 flammibilty section should really be commented out! We don't have the buildings/units in to fight Flammability yet. smh
 
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I'm playing 10028 but noticed this for some time time. Whenever I build walls, the movie for Hadrian's wall plays each time, in each city. I've started a couple of new games, clearing the cache each time but the issue remains.
 
There is a text file "Notes for the next breaking of save game compatability cycle.txt" in the Caveman2Cosmos directory that contains a list of things to do next time we break save compatibility. Most are housekeeping eg renaming things so the name matches the name in the text files. There are some ideas on changes that need to be discussed first.

You must be talking about these need to be discussed first.
Code:
|###################################################################|
| Perhaps?                                                            |
|-------------------------------------------------------------------|
|Preparation for possible new tech tree systems (if possible?)
|
|Rename all cultural techs like so:
|TECH_STEAMPUNK -> CULTURE_STEAMPUNK
|
|Other techs like impressionism, Prehistoric dance/music, etc. might
|also be renamed and used in the new tech tree.
|-------------------------------------------------------------------|
|Rename all Religious techs like so:
|TECH_ASATRU -> BELIEF_ASATRU
|
|Other techs like Karma, reincarnation, etc. might
|also be renamed and used in the new tech tree.
|____________________________________________________________________
|###################################################################|
| Toffer:                                                            |
|-------------------------------------------------------------------|
|I would like to remove Settler and Chieftain handicap levels, and
|make Warlord one step harder than Noble instead of the current:
|one step easier than Noble. We have enough easy handicap levels.
|-------------------------------------------------------------------|

Those changes shouldn't be done at the moment.

If its a Tech it's type name has to start with TECH_ and so on...

Why remove the easy handicap levels? Just give the AI bigger bonuses and they wont be to easy anymore.
 
Now for sometning entirely different: The Display toggle for showing all Discovered resources is not working correctly. Not sure when this started but screenshot gives prime example of it's deficiency now. Cow, Copper, Marble all missing the display that Rubies shows (Ctrl + R).

That's usually caused by the resource filter going wonky. Have you tried zooming out of the map as far as possible, and checked the resource filter above the minimap?
 
I'm playing 10028 but noticed this for some time time. Whenever I build walls, the movie for Hadrian's wall plays each time, in each city. I've started a couple of new games, clearing the cache each time but the issue remains.
I've missed that because I've turned the Movies Off.
 
That's usually caused by the resource filter going wonky. Have you tried zooming out of the map as far as possible, and checked the resource filter above the minimap?
Just tried that. They still don't toggle.
 
You must be talking about these need to be discussed first.
Code:
|###################################################################|
| Perhaps?                                                            |
|-------------------------------------------------------------------|
|Preparation for possible new tech tree systems (if possible?)
|
|Rename all cultural techs like so:
|TECH_STEAMPUNK -> CULTURE_STEAMPUNK
|
|Other techs like impressionism, Prehistoric dance/music, etc. might
|also be renamed and used in the new tech tree.
|-------------------------------------------------------------------|
|Rename all Religious techs like so:
|TECH_ASATRU -> BELIEF_ASATRU
|
|Other techs like Karma, reincarnation, etc. might
|also be renamed and used in the new tech tree.
|____________________________________________________________________
|###################################################################|
| Toffer:                                                            |
|-------------------------------------------------------------------|
|I would like to remove Settler and Chieftain handicap levels, and
|make Warlord one step harder than Noble instead of the current:
|one step easier than Noble. We have enough easy handicap levels.
|-------------------------------------------------------------------|

Those changes shouldn't be done at the moment.

If its a Tech it's type name has to start with TECH_ and so on...

Why remove the easy handicap levels? Just give the AI bigger bonuses and they wont be to easy anymore.
I think we shot him down on that Bad idea ( removing lowest handicaps). It needs removed from that list as well.

Hope you are making progress on your clean up and correction efforts. Wish I knew C++ so I could help you too, to lighten the load. :(
 
I'm playing 10028 but noticed this for some time time. Whenever I build walls, the movie for Hadrian's wall plays each time, in each city. I've started a couple of new games, clearing the cache each time but the issue remains.
There are two other problematic buildings too:
There is world wonder unlocking all religious civics, even those future ones and building creating "enemy at gates" event randomly (catacombs or something like that).

Not to mention unhealth/unhappiness blockers, but I created separate thread for them.

By the way one of group wonders - PC Klasies River or something like that (cave group wonder, that doesn't need any techs) has golden star icon instead of purple star.
 
@Toffer90,

I know it's a Huge mistake to remove the -20 crime from Palace as well as the +1 education. If anything the education needs upped. As soon as player or AI hits -10 and -25 education levels they start losing Research and Gold by 5% increments. And this happens very fast. On top of this the Crime and Disease increase in steps of +1 (both) and +2(both). Now add in that negative Education per pop has been increased and the player and AI is spending way too much on Story Tellers, LE and Healers right from the start. So gold and treasury disappear quickly too. And it does Not get any easier for quite some time, if at all according to GS and Handicap used.
I don't agree, with the -20 crime from palace there was really no need to build a single law enforcement unit throughout the prehistoric era on Deity difficulty, crime was in the negative even without building all the anti-crime buildings of the prehistoric era.
The +1 education form palace doesn't seem necessary at all, The first un-education penalty did hit before I reached oral Tradition, but 1 story teller was enough to turn the tide, and the small penalty from the education (unaware) auto-build up until oral tradition was close to unnoticeable on both research and treasury in my test games.

I made the change because I truly missed playing a game where crime (education did matter before the change though) matters in the beginning of the game.
We may have to increase the amount of education you get from buildings in the early ancient era, that seems to be a turning point where you suddenly need a lot of story tellers to keep on top of things. But 1 lousy education from the palace doesn't mean much in the big scope of things.
 
That's usually caused by the resource filter going wonky. Have you tried zooming out of the map as far as possible, and checked the resource filter above the minimap?

Finally figured it out. Thanks for the heads up on where to look. Zoomed out it was not set for Everything for the Toggle Resource Display. Seems it has 4 selections to choose from. I have no idea when this came about.
 
Finally figured it out. Thanks for the heads up on where to look. Zoomed out it was not set for Everything for the Toggle Resource Display. Seems it has 4 selections to choose from. I have no idea when this came about.

Known bug. This setting occasionally changes for no apparent reason. It doesn't do it often, but once every month or so if I'm playing a lot.
 
I don't agree, with the -20 crime from palace there was really no need to build a single law enforcement unit throughout the prehistoric era on Deity difficulty, crime was in the negative even without building all the anti-crime buildings of the prehistoric era.
Totally Opposite of my current Deity game started with SVN 10015 and updated up to 10027.
The +1 education form palace doesn't seem necessary at all, The first un-education penalty did hit before I reached oral Tradition, but 1 story teller was enough to turn the tide, and the small penalty from the education (unaware) auto-build up until oral tradition was close to unnoticeable on both research and treasury in my test games.
Again the total opposite of what I'm seeing.
But 1 lousy education from the palace doesn't mean much in the big scope of things.
Even 1 can make a difference.

Now you say your game was lacking, but how was the AI coping? It's not doing that well from what I'm seeing in mine. Right now Deity plays about like what Emperor did back in mid v37. But the challenges are different than they were back then. Back then you had to really worry about the AI rolling in a SoD and wiping you out. Now you are challenged from within your own empire to keep the ball rolling economically and property wise. The AI is just doing petty excursions now. Because they too are inwardly looking and not outwardly. The pins for expansion for the AI have been knocked out by this inward self examination process they are forced into assuming.
 
@Toffer90 it seems like game freezes on initializing if I want to generate maps with these settings.
On duel it generated but on standard it froze...

Spoiler :
dwxxmUl.jpg

pwNTQMo.jpg


On slower GS properties are easier to accumulate and harder to combat, as you build and research slower.
Toffer and Joseph on what GS you are playing?
 
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Finally figured it out. Thanks for the heads up on where to look. Zoomed out it was not set for Everything for the Toggle Resource Display. Seems it has 4 selections to choose from. I have no idea when this came about.
Sometimes toggling the display doesn´t help though I admit that it hasn´t happened for weeks here. In this rare case this solution helps.
 
The attached game freezes reproducibly when I finish my turn. I am on current SVN and also use Toffer´s PPIO and Raxo´s NoLLL (no latitude and longitude limitations) modmods.
AI is not even trying in your game.
They would benefit from Tech Diffusion + Win For Losing.
 
Yes, I know. It looks like they feared my Neanderthal Warriors walking around their cities as I was fast in building the Neanderthal culture.

But I don´t really mind as the goal of this game is to reach space as quick as possible. But if there isn´t a solution to the freezing problem I have to stop this anyway. Do you get the freezing, too, raxo2222 or can you proceed to the next turn?
 
Yes, I know. It looks like they feared my Neanderthal Warriors walking around their cities as I was fast in building the Neanderthal culture.

But I don´t really mind as the goal of this game is to reach space as quick as possible. But if there isn´t a solution to the freezing problem I have to stop this anyway. Do you get the freezing, too, raxo2222 or can you proceed to the next turn?
I freeze on end of turn too.
@Thunderbrd should look at it.
My modmod just changes XML values.
 
Sometimes toggling the display doesn´t help though I admit that it hasn´t happened for weeks here. In this rare case this solution helps.
Luckily I did not have to do all those steps.....this time. ;)
 
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