Do they show up as TEXT_KEY_ERROR ? If so, then I probably missed adding back some of those I removed back when.Inca city names Andahuaylas and Chuito still not fixed (10523).
I'll fix it, holler if you find more of those.
Do they show up as TEXT_KEY_ERROR ? If so, then I probably missed adding back some of those I removed back when.Inca city names Andahuaylas and Chuito still not fixed (10523).
Below is you save game advanced to next turn.(snipped for length)
TXT_KEY_CITY_NAME_...Do they show up as TEXT_KEY_ERROR ? If so, then I probably missed adding back some of those I removed back when.
I'll fix it, holler if you find more of those.
Handicap can't adjust animal spawning rate.Thank you for giving it a look.
Specs are: 8 GB RAM, i7 920 at 2.67 GHz and Nvidia GTX 650 TI(1 GB).
EDIT: RAM usage is usually around 1.4 GB on this save.
I do find that animal spawn rates get extremely high on Deity for early-game, so I start the game on a lower difficulty and allow it to increase over time with the BUG option.
Same reason I keep unlimited national units on for increased hunter count.
Strategy is usually to hold onto them and dump them later for a rapid culture boost & resources in new cities.
The game did load and go to the next turn fine from your save, so it likely is a hardware limitation rather than a game crash.
I keep getting a consistent crash while end of turn processes. I have attached a save and the mini dump file if anyone would like to take a look.
Your crash might have been taking place due to the first problem. Having solved that, I ran your save and had no trouble. I don't think what you have in terms of specs should have difficulty with the game and I didn't see memory use getting all that high. You might also need to turn off combat animations perhaps.Thank you for giving it a look.
Specs are: 8 GB RAM, i7 920 at 2.67 GHz and Nvidia GTX 650 TI(1 GB).
EDIT: RAM usage is usually around 1.4 GB on this save.
I do find that animal spawn rates get extremely high on Deity for early-game, so I start the game on a lower difficulty and allow it to increase over time with the BUG option.
Same reason I keep unlimited national units on for increased hunter count.
Strategy is usually to hold onto them and dump them later for a rapid culture boost & resources in new cities.
The game did load and go to the next turn fine from your save, so it likely is a hardware limitation rather than a game crash.
K will fix those two.TXT_KEY_CITY_NAME_...
I guess cheeky NPC leaders/civs should be banned from revolutions/unrestricted leaders options.K will fix those two.
Looked at your save btw.
There are some odd things there like the "Fauna Predators" civ that have cities with Peter (Russian leader) as their leader.
I saw that you have unrestricted leaders on, so I guess there's a bug related to that and the NPC split somehow.
How did the "Fauna Predators" civ emerge? Was it through revolution or have they been there from turn 0?
@raxo2222 That python error was actually not related to PPIO, the error would trigger without PPIO too. It was caused by the "Fauna Predators" civ being a player with ID smaller than 40.
The "Fauna Predators" civ in this save have cities but no capital, the error happened because there was some revolution code that expected a civ to have a capital if it had cities, so it didn't check if the capital was real before doing stuff with it.
I fixed the error in PPIO without adding additional code to avoid the error, optimised the entire assimilation code. (not cultural assimilation, this is assimilation in the sense that one civ actually merges with another completely.)
It's a breakaway from India. I also had the Beasts under Elizabeth in the past.How did the "Fauna Predators" civ emerge? Was it through revolution or have they been there from turn 0?
Ok, that's at least a clue to work off.It's a breakaway from India. I also had the Beasts under Elizabeth in the past.
I think TB may have fixed that in his latest commit, not sure.I don't suppose you're any closer to why my tech leader stopped teching?
Yes, thanks, I see that now.I think TB may have fixed that in his latest commit, not sure.
Fixed in 10528 - thank you Tbrd.However, I do have a strange bug to report. The tech leader AI in my save (Willem, Brazil) has stopped teching. He got to Information Era, but now he just won't select a new tech.
You bet... thank you for the report - sorry I forgot to mention I fixed it here though.Fixed in 10528 - thank you Tbrd.
I know but I want to use them before my border expands.It will move elsewhere when your border expands.
Well barbarians couldn't accumulate culture at all before that change.
I guess all those culture boosts to barbarian trait or barbarian culture can be reduced now @Thunderbrd - they didn't work at all before and now actually work.
Or you have to adapt to actually working barbarians now.
Barbarian trait should be removed as traits can be disabled altogether, things contained in it should be moved to barbarian culture.@Thunderbrd : Does the barbarians use the trait flavour values for their AI at all, wondering if there is any point in the barbarians having any trait at all... Should be enough that they have the barbarian culture building.
If they need the trait, then we may want to consider removing the barbarian culture building, and move any bonuses from it to the trait instead.... There is little point in having both.
The trait does give an experience boost on combat wins for units, which can not be an effect of the culture building, I think.
The barbarian trait removes anarchy time, does barbs even change civics? Anyhow, no anarchy for NPC teams should be hardcoded in the dll.
They don't use trait flavors, no. I might take out any cultural boost from the trait, and most anything that isn't purely trait capable but I wouldn't remove it entirely if there's anything that we're taking advantage of that only a trait can give.@Thunderbrd : Does the barbarians use the trait flavour values for their AI at all, wondering if there is any point in the barbarians having any trait... Should be enough that they have the barbarian culture building.
If they need the trait, then we may want to consider removing the barbarian culture building, and move any bonuses from it to the trait instead.... There is little point in having both.
The trait does give an experience boost on combat wins for units, which can not be an effect of the culture building, I think.
The barbarian trait removes anarchy time, does barbs even change civics? Anyhow, no anarchy for NPC teams should be hardcoded in the dll.
Or you have to adapt to actually working barbarians now.
I have a test game with Barb World On and the barbs are force to be reconded with now. Not a "slave farm" as much as they were before. But an actual impediment to expansion and a source of conflict to be overcome. They are adding excitement/apprehension for the player back into the early game..