Single Player bugs and crashes v40 download - After Oct 2019

So I went through the civilipedia page for Strategist tier 3 again: TB, apparently you planned it to be centered a pending specialist type called "Great Aviators" but for the moment you decided to center it around Great Generals, so my point remains valid, as it stands, the v40 civilipedia page for Strategist tier 3 says it should give the player an additional Golden Age every time a Great General is born, you forgot to code it?

Excuse my double-posting, but I want to keep this stuff apart.
Ah... yeah when the aviators are in the game that trait will be complete. I was thinking that might have been what was going on here. The general is just there as a placeholder but it's still an ability you either have or don't and doesn't have the capability to double up. Sorry for it being a little WIP on that part.
 
Ah... yeah when the aviators are in the game that trait will be complete. I was thinking that might have been what was going on here. The general is just there as a placeholder but it's still an ability you either have or don't and doesn't have the capability to double up. Sorry for it being a little WIP on that part.
Why not replace it (even permanently) with Great Admiral? If Great Aviators continue to be mainly ace pilots, they have never been, and could never be, as influential over the course of a war as admirals can and have.
 
Why not replace it (even permanently) with Great Admiral? If Great Aviators continue to be mainly ace pilots, they have never been, and could never be, as influential over the course of a war as admirals can and have.
The Admiral is at Strategist Tier 2 as it is. The Aviator is an absolutely WILL be in the game project at some point, possibly rather soon, as I split air units from ground units and use aviators instead of generals to handle XP for them. Late in the game, air power is actually more important than land unit power.
 
Hello.
My game crashes and i can not upload the minidump. It says The uploaded file does not have an allowed extension
 

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Crash using latest SVN.
This time a played a scenario, only 12 civs started in prehistoric era, nothing special.
Delete your INI file and User Settings folder, you will have to set stuff again.
 
Hi there. Great mod!

I'm playing version 40.1 without SVN updates. I'm trying to discover another technology than the default one with a great prophet. In this case, I'm trying to discover Education. As expected, the great prophet goes to sleep when I select Education. But when all the prerequisites have been met and the Education tech become available for research, nothing happens and the technology does not get researched by the great prophet. I also had the same issue trying to discover Stained Glass, also with a great prophet. Is this a bug or I am missing something?

Thanks.
 
Hi there. Great mod!

I'm playing version 40.1 without SVN updates. I'm trying to discover another technology than the default one with a great prophet. In this case, I'm trying to discover Education. As expected, the great prophet goes to sleep when I select Education. But when all the prerequisites have been met and the Education tech become available for research, nothing happens and the technology does not get researched by the great prophet. I also had the same issue trying to discover Stained Glass, also with a great prophet. Is this a bug or I am missing something?

Thanks.
Looks like great people can't research techs at all - its bug somewhere.
 
As you know, each type of Great Person only has one tech they can bulb at a time, even if you have the prereqs for many that would suit them. It may be that the "future bulb" will only trigger if that tech is chosen as the one that that kind of GP can bulb. That would be very, very annoying though I agree.

I take it the normal bulb mission is for a different tech?
 
Well, researching the default tech still works for the Great Person. In this case, the great prophet could successfully research Buddhism if I wanted to. It's the functionality related to researching another tech than the default one that seems to be broken.
 
I think there's been a problem with the one that lets you preset which tech to bulb for as long as I've been here, so back to AND and before. I've never looked into that issue.
 
I seem to be having a bug with my Lunar colonies, where I can't build the Iron, Aluminum, or Titanium facilities. I have everything the game says I require for them, the tech, the buildings, the resources. But they can't be built.
I tried using the editor to build them that way, but it just unbuilt them the next turn saying I didn't have what was needed for it. I even put all three resources in range of a colony to test it, still nothing.
For example, with the Lunar Aluminum Processing Facility. I have the tech(Lunar Colonization) it says I need, I have the building(Lunar Rocky Quarry), I have both Cement being made in the colony(Lunar Concrete Mill), and I have Bauxite right next to the city.
Still can't be built, can't even see it in the build menu.
Screenshot_2020-05-03 unknown png (PNG Image, 1600 × 900 pixels) - Scaled (87%).png
 
I seem to be having a bug with my Lunar colonies, where I can't build the Iron, Aluminum, or Titanium facilities. I have everything the game says I require for them, the tech, the buildings, the resources. But they can't be built.
I tried using the editor to build them that way, but it just unbuilt them the next turn saying I didn't have what was needed for it. I even put all three resources in range of a colony to test it, still nothing.
For example, with the Lunar Aluminum Processing Facility. I have the tech(Lunar Colonization) it says I need, I have the building(Lunar Rocky Quarry), I have both Cement being made in the colony(Lunar Concrete Mill), and I have Bauxite right next to the city.
Still can't be built, can't even see it in the build menu.
View attachment 554498
You didn't connect them with roads.
Lunar bulldozer can build roads - you can use supply ship to change it to bulldozer when over claimed time on Moon.
 
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