Single Player bugs and crashes v39 plus (SVN) - After the 20th of July 2019

I know this might be considered a repost but I went back through the forums and found I was not the only with the issues. And then I saw the 10966 update and tried it and no luck still. So I have a couple different questions. For the worker issues, should I still revert to 10947 or is 10966 supposed to include that fix? Or do I need to start over? Because I updated to 10966 and still have worker issues?
 
I know this might be considered a repost but I went back through the forums and found I was not the only with the issues. And then I saw the 10966 update and tried it and no luck still. So I have a couple different questions. For the worker issues, should I still revert to 10947 or is 10966 supposed to include that fix? Or do I need to start over? Because I updated to 10966 and still have worker issues?

Did you ever save that game with any version from 10948-10956? In that case the save might be corrupt.
 
Did you ever save that game with any version from 10948-10956? In that case the save might be corrupt.
Wonderful, so 10966 does fix the worker issue. I was hoping it was someone else's issue and not a corrupted save. :badcomp: Well I'll restart the game completely because I have no idea where it went corrupt. Thank you.
 
Wonderful, so 10966 does fix the worker issue. I was hoping it was someone else's issue and not a corrupted save. :badcomp: Well I'll restart the game completely because I have no idea where it went corrupt. Thank you.
If you have a save of this game from August 4th, 5th, or 6th you can update from that save and continue play from that point. No need to start over if you have a save from that timeframe. Even an autosave from those dates.
 
Well I'll restart the game completely because I have no idea where it went corrupt. Thank you.
Well you can certainly work it out, it can't have gone corrupt BEFORE we made the change that cause the corruption, on Saturday.
 
I'll try that, thank you. But I reverted earlier trying to fix the issue and now I can not get it to update to 10967. I am this close to be banned from this forum thanks to foul language. I have slow internet so I would prefer not have to redownload C2C.
Edit: No clue what I did but I fixed it.:woohoo:
 
I'll try that, thank you. But I reverted earlier trying to fix the issue and now I can not get it to update to 10967. I am this close to be banned from this forum thanks to foul language. I have slow internet so I would prefer not have to redownload C2C.
Edit: No clue what I did but I fixed it.:woohoo:
Patience is a Virtue my friend. :D
 
Patience and plenty of swearing at and threatening the computer usually gets the job done eventually I find. Unfortunately I had to restart, I started the game yesterday, so no saves from before the corruption.:cry:
 
Last edited:
:deadhorse:Those **** workers. Using 10967, fresh game. Will revert, and hopefully I will remember the steps to undo the revert.
 

Attachments

  • Sean Jr BC-91200.CivBeyondSwordSave
    1.8 MB · Views: 123
Explorers, Entertainers and Traders can only be defended from Thugs by Criminals.

First issue, there is a whole new mechanic and promo to allow combatant units to specialize in escorting traders. What's the point if criminals ignore escorts?

Second issue, must every schoolteacher and academic be escorted by a neckless noseless guy with a violin-case? Can there be no increase in education without encouraging crime?

Since some of my hunters (headhunters) are also explorers, I would really like to be able to escort them outside my borders with non-HN units.

Including LE in the classes preferentially targeted by the Thug solves most of but not all these issues, although I can see reasons why you don't want to do that. Traders need to be allowed military escorts.
 
The yields of the Geothermal Factory are worse than those of the Manufacturing Complex, despite the former requiring a map resource.

In particular, the Manufacturing Complex gets bonuses due to routes, civics and techs, which the Geothermal Factory should get but doesn't.
 
Hi guys, just 2 little ones in last SVN
- If I let my mouse on the flag to see my trait and SVN version, it's full of buildings...
- Crime (Kidnapping) give +1 Tourism... Not sure what kind of tourism you like, guys...
 

Attachments

  • Sans titre2.png
    Sans titre2.png
    2 MB · Views: 71
ok here's a weird one for ya?????

the 2 mule workers i have circled will not move unless manually BUT they still will NOT do anything but just sit there, i tired to build a road but again they just sit there and wont even move?????
they r right next to my capital . . . .
 

Attachments

  • mule worker.JPG
    mule worker.JPG
    292 KB · Views: 66
  • StrategyOnly AD-1269.zip
    2.4 MB · Views: 32
ok here's a weird one for ya?????

the 2 mule workers i have circled will not move unless manually BUT they still will NOT do anything but just sit there, i tired to build a road but again they just sit there and wont even move?????
they r right next to my capital . . . .
That is what I keep running into
 
Many of them are not traits, but buildings...
Those are buildings that are affected in some way by the traits you have. I get that all the time, not a bug but an overload of info.
 
Top Bottom