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

Hi.

In my game I lost the Buildingclass columns in overview (F1 key) started at about v38 version (maybe earlier or later a little - I'm using SVN). The exising pages lost the columns, and I cant create new BLDGCLASS type columns.

Is it a known change, bug or affects only my environment?
I created several custom Overview pages, and miss the ability to check the building statuses.

Thx.
I removed buildingclasses from that menu to optimize it a bit, less stuff for the code to iterate through and cache.
Since there are no buildingclasses that have more than one building, you can in that screen select the specific buildings instead of the specific buildingclasses for your overview.
We have some far away plans to remove the buildingclass object entirely from the game, so it was a small step towards that.
 
The building and the BuldingClass display style is entirelly different ones:
This is a sample with some anty crime buildings. You can check the different displaying modes for the different buildings.
upload_2018-7-25_14-7-15.png


Compare this to the BuildingClass style very narrow columns for every buildingclass, where the column header show the building small icon, the column value show the building state in the city: Not build, already built, or can be build

I think that the Buildingclass type displays help a lot to manage medium to large empres (>15-20 cities).

I'm disappointed with this change :(.
 
Getting alot of these lately, never used to for a long time, now alot. . .???

EDIT: now # 2
 

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The building and the BuldingClass display style is entirelly different ones:
Compare this to the BuildingClass style very narrow columns for every buildingclass, where the column header show the building small icon, the column value show the building state in the city: Not build, already built, or can be build
I see, didn't realize they showed different things, I'll look into making building display like how buildingclasses used to display.
I have no Idea why anyone would want a list of the stats for this and that building per city when it's basically the same for every city.
 
I have no Idea why anyone would want a list of the stats for this and that building per city when it's basically the same for every city.
This is not completely true, although mostly true for outputs. In a city not connected to the trade network the output from a jeweler is likely to be less than in a city connected to the trade network, for example. The same is true for cities that have/have not the state religion and rarely cases where a particular religion is present.

On the other hand for costs to build it is almost always false but "Actual Costs" assumes it is true. ;)
 
I have no Idea why anyone would want a list of the stats for this and that building per city when it's basically the same for every city.

In my custom "F1" screens, it is actually the "BUILDING_XXXX" columns that show a list of stats for this building in this city (for example, BUILDING_TANNERY displays as
upload_2018-7-26_11-26-15.png
). These columns (and their headings) can become very wide (50 to 100 width units, limiting the information shown in a singe screen.

However, as Janos says above, the BDGCLASS_BUILDING_XXXX columns showed narrower columns (standard seems to be 22 width units), with the building icon as the column heading, and row/column values indicating if this building already exists in this city (I think this was indicated by an "X") , or is currently being built (I think was indicated by a "-", and indicated it was in the building queue but not necessarily currently being built). I think there was also a "can be built" code but don't remember what.
 
In my custom "F1" screens, it is actually the "BUILDING_XXXX" columns that show a list of stats for this building in this city (for example, BUILDING_TANNERY displays as View attachment 500323 ). These columns (and their headings) can become very wide (50 to 100 width units, limiting the information shown in a singe screen.
That's the same as what Jalos said.
 
again 2 more mini dumps today, is anyone working on these??
 

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@Thunderbrd took break from debugging. @strategyonly save happening on this crash would be nice.
Those might be MAFs
I sent one last time, from the same turn it happened . . here is yet another . . but here is another of one next turn is the mini i sent also, but as usual, it continues after EOT crash . .
 

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The mod is missing a txt file for Revolutions advisor. If you try to customize it, modifications can't be saved. I copied it (folder and txt file in "user settings") from AND2 mod and worked perfect right away.
 
When starting a custom game, if you select the advanced start option, the map does not spawn, and you cannot buy new cities/units/tech. It doesn't matter what other options you choose for a custom game; as long as advanced start is selected, this condition occurs.

I have only found one way to make the map visible, but it makes the advanced start option almost useless. You can click on the Begin button to exit the purchase menu, and the game buys some units and cities for you. Once that is done and you select some things for your cities to build, the map becomes visible and the game can be played normally.

SVN 10130.
 
When starting a custom game, if you select the advanced start option, the map does not spawn, and you cannot buy new cities/units/tech. It doesn't matter what other options you choose for a custom game; as long as advanced start is selected, this condition occurs.

I have only found one way to make the map visible, but it makes the advanced start option almost useless. You can click on the Begin button to exit the purchase menu, and the game buys some units and cities for you. Once that is done and you select some things for your cities to build, the map becomes visible and the game can be played normally.

SVN 10130.
Never use that option - its unbalanced and broken, it should be hidden.
 
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