Discussion in 'Bugs and Crashes' started by Thunderbrd, Jul 21, 2019.
It works - downloaded 14 MB in last SVN update.
It shouldn't have worked yet, cos the last update still fully rebuilt the FPKs, you can see there is no Patch.FPK. Future updates should create the patch.
Yeah, I noticed, that there was no path FPK.
No you're right, LEs can already get Armed Guard.
Man... thank you for confirming that. I was looking at the prereqs last night and even reviewed the invalidation stuff in the code and could not figure out why they wouldn't be... lol. Go figure.
A couple of strange things with Criminals attacking into Forts:
- they can (sometimes?) (auto)kill air units, regardless of what is defending them
- they (sometimes?) attack LE units preferentially, (I'm pretty sure they don't have a preference for LE,) and this despite criminals being present, one of the classes which they do preferentially target
I also have an Outlaw unit which can safely enter cities even without Open Borders.
Another issue is if a criminal attacks a Fort, the mouseover does not show odds, implying that no combat will take place, but combat does in fact happen. And again I must qualify that with 'sometimes', because every so often I find a criminal in my fort despite its adequate garrison.
I'll keep a look out but to make any forward progress I would need saves that show each situation that seems incorrect.
Carthage is the orange bit on the date line. My outlaw is in their city Moura.
On the NW corner of my colony on the central continent, there is a fort. In it there is an enemy criminal, as well as a Guerrilla and several criminals of mine. If you move the Guerrilla (probably works the same with the criminals) to an adjacent tile, you can see that the right-click mouseover on the fort does not give combat odds. However, moving the unit back to the fort causes combat to take place.
That covers my last two points at least.
I am often not seeing combat odds in many normal situations. To get them back I have to click off the unit then select it again. Then I get combat odds.
And you have checked the BUG settings? I changed all the default (don't know who made them or why they were ever default) and put them all on Normal(?).
Will investigate when I can.
Bugged here: https://github.com/caveman2cosmos/Caveman2Cosmos/issues/112
I didn't add it to v40 milestone as I think this is very old problem. I seem to remember seeing it before.
Uh I have a question concerning 11029, is it supposed to break save game compability? None of my saves will load now. Running 11029 with longtitude and latitude removed mod. Bug reporting under influence of cold medicine, sorry if missing anything important. It gets to the setup map stage and just freezes. Personally edited longitude and latitude remover for 11029, triple checked that to see if I did something wrong.
It shouldn't, probably my modmod is broken again.
Personally updated your modmod.
Load older autosave, might be random corruption.
Definitely it shouldn't (we definitely won't just be dropping save breaking on SVN without warning!), however I don't test with mod mods at all.
He could do mistake somewhere, as I moved overrides of Pleistocene park from core to megafauna domestication modules along with some other stuff.
Yep, he messed up something in my modmod, as I loaded save just fine on latest SVN.
Do cleanup of assets and download my now updated modmod.
Separate names with a comma.