I thought all changes had to be reviewed by another team member Before they could be added in instances like this. Am I reading things wrong?Someone must have readded them because then i added those xml files to github they didn't have those movie tags. https://github.com/caveman2cosmos/Caveman2Cosmos/commit/ae1e57cf5d103c861f7d818e5c31393a9295c505
You guys must be more carefull with your changes!
We only have that "rule" for changes pushed to SVN, and even there how strictly it is followed is left up to the discretion of the dev doing the review and the person who asked them to do it.I thought all changes had to be reviewed by another team member Before they could be added in instances like this. Am I reading things wrong?
Somebody want to tell me what is expected here? Should this be allowed to happen? Seems like a mistake that unit spawns in a city and instantly captures it. I think units that spawn in city should not be able to capture the city right? its unit type 800 whatever that is.The bug here is that a UNIT_AI_BARBCRIMINAL is spawning directly on a city, and this city is then captured *during* the unit creation.
Units without the bBlendIntoCity tag set to true should never spawn in a city. Simple as that imo.Somebody want to tell me what is expected here? Should this be allowed to happen? Seems like a mistake that unit spawns in a city and instantly captures it. I think units that spawn in city should not be able to capture the city right? its unit type 800 whatever that is.
Barb criminals always spawn inside cities. All criminals should, as a rule, have bBlendIntoCity. Only criminals should be capable of spawning through the barb criminal spawn mechanism. We need to figure out which unit is spawning and make sure it gets the bBlendIntoCity, or if we find for some reason it's some strange exception to the rule that criminals should always have that tag, then we need to hedge the code to make criminals that spawn without that tag immediately be moved outside the city rather than capturing it, though I think the order of events of unit generation might make that highly problematic. I'm surprised this wasn't discovered a very long time ago and have to wonder what could have suddenly been found here.Somebody want to tell me what is expected here? Should this be allowed to happen? Seems like a mistake that unit spawns in a city and instantly captures it. I think units that spawn in city should not be able to capture the city right? its unit type 800 whatever that is.
We find the unit ID #s during the load sequence and looking at the output - I usually just copy the whole thing over to an xml doc or something and then search for the type I'm looking for like UNIT_ and then scroll to find the exact ID enumeration that was loaded as.
Have you changed at which Zoom Level the music plays ?
Updated to latest SVN today and now ,if i want to hear music ,i have to Zoom out really far . :-(
I may know what causes this, I zoomed out how far out the camera is when inside the city screen to get the third work ring visible in the mid window, this camera distance may also be used to determine where city sounds are replaced with music on the map.Maybe Bug:
Game is fine all saves I have tried work fine, your save is broken some how. It crashes in the exe after loading, so there isn't much to debug (no call stack it is some memory allocation error). You should go back to an older auto save and see if it fixes the problem.game was working , now it wont even start??? crash . . mini and save in zip
Figured out how to fix it, was wrong in my initial hypothesis though. next SVN will have the fix.Thanks, that would be nice.
thx, i do that automatically .. thx.. SO ..Game is fine all saves I have tried work fine, your save is broken some how. It crashes in the exe after loading, so there isn't much to debug (no call stack it is some memory allocation error). You should go back to an older auto save and see if it fixes the problem.
@ssmage + whoever might know about this.
The bug here is that a UNIT_AI_BARBCRIMINAL is spawning directly on a city, and this city is then captured *during* the unit creation. This appears to be breaking some constraints in how a city life cycle is meant to work that causes the city kill command to throw up loads of asserts and then later in the turn it crashes when trying to update that broken city.
That sounds like a very rare thing happening from what that sounds like. I'll go find a stack attacking a city and remove it, that should temp fix it. Unless I'm also misunderstanding how this works.Barb criminals always spawn inside cities. All criminals should, as a rule, have bBlendIntoCity. Only criminals should be capable of spawning through the barb criminal spawn mechanism. We need to figure out which unit is spawning and make sure it gets the bBlendIntoCity, or if we find for some reason it's some strange exception to the rule that criminals should always have that tag, then we need to hedge the code to make criminals that spawn without that tag immediately be moved outside the city rather than capturing it, though I think the order of events of unit generation might make that highly problematic. I'm surprised this wasn't discovered a very long time ago and have to wonder what could have suddenly been found here.
We find the unit ID #s during the load sequence and looking at the output - I usually just copy the whole thing over to an xml doc or something and then search for the type I'm looking for like UNIT_ and then scroll to find the exact ID enumeration that was loaded as.
It still sounds like a bug because:That sounds like a very rare thing happening from what that sounds like. I'll go find a stack attacking a city and remove it, that should temp fix it. Unless I'm also misunderstanding how this works.
We've determined that the problem is a save corruption that is making a camel archer the resulting unit to spawn from the criminal spawning code. We're not yet certain if we can fix this without it being save breaking but we do have a pretty good idea of what the problem is. I think it's possible to correct without corrupting saves at least but it will certainly be a fix to the save read/write wrapper and a new segment to add to the recalc routine.That sounds like a very rare thing happening from what that sounds like. I'll go find a stack attacking a city and remove it, that should temp fix it. Unless I'm also misunderstanding how this works.
Okay I will assume your other saves are fine unless you get back to me then!thx, i do that automatically .. thx.. SO ..
Its already fixed in SVN, just recalc after loading and from now on it should never happen again, even when we change units.That sounds like a very rare thing happening from what that sounds like. I'll go find a stack attacking a city and remove it, that should temp fix it. Unless I'm also misunderstanding how this works.
Yeah definitely it was a bug, a couple of bugs in fact, but fixed now.It still sounds like a bug because:
Relax its not a fragile piece of china! You didn't do anything wrong.So I think I might've done something I wasn't supposed to on Git