Single Player bugs and crashes v40 plus (SVN) - After Oct 2019

Perhaps we should just remove the bonus production barbs gets toward units? Or at least reduce it quite a bit.
I can't produce 68 military units w/o going bankrupt.

I had a palisade with 4 Atlatls and 2 trained dogs on a forested hill (90% Defense) the stack took it out. They lost 20 units. But 3 turns later the stack was re-enforced with a stack of 20 stone spear and axe. Then a 2nd smaller stack of 4 stone axe. So now that stack has grown by 2 more units from it's original size of 68. There are also several smaller stacks of 4 archers just SW of that stack. If they join the stack, it will have over 75+ units. :(
 
Maintenance costs are scaled up for players only - AI doesn't pay more.
So they are bigger challenge for players on harder handicaps.
 
I upgraded a twice-merged Anti Tank to a Super Soldier. It didn't lose any promos. Next turn I split it. Now it lost two promos, Anti Tank I and Desert Combat I. And it kept Desert Combat II.

Hmmm? :dubious:
 
I upgraded a twice-merged Anti Tank to a Super Soldier. It didn't lose any promos. Next turn I split it. Now it lost two promos, Anti Tank I and Desert Combat I. And it kept Desert Combat II.

Hmmm? :dubious:
Free promos don't necessarily require promo prereqs, though perhaps they should, and the order of removal can do some weird stuff at times and may require a looping check.
 
Free promos don't necessarily require promo prereqs, though perhaps they should, and the order of removal can do some weird stuff at times and may require a looping check.
I don't see any reason why a unit should ever lose a promo when it splits. The promos (including Des Comb II) should have been lost at the upgrade rather than the split.

Haven't checked but I don't think any unit gets Desert Cbt II for free without Des Cbt I. And any unit that doesn't qualify for Des Cbt I, doesn't qualify for II either - shouldn't need looping.
 
I don't see any reason why a unit should ever lose a promo when it splits. The promos (including Des Comb II) should have been lost at the upgrade rather than the split.

Haven't checked but I don't think any unit gets Desert Cbt II for free without Des Cbt I. And any unit that doesn't qualify for Des Cbt I, doesn't qualify for II either - shouldn't need looping.
Yeah it's worth checking how that happened. Not saying I want to get into the code at the moment but if you have the save that shows this happening it would help?
 
Hi,

I'm playing a long game on the Large Space Map, using raxo's Rescaled Limits modmod, on SVN 11119.

I've noticed there's a problem with manufactured space resources. Although I have all the needed factories\mines, it still shows that I have 0 Plasteel, Martian Blueberries, etc.

I'm also adding my last save.
 

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Maintenance costs are scaled up for players only - AI doesn't pay more.
So they are bigger challenge for players on harder handicaps.
Duh! Batman! Still too many Barbs allowed on Any level.
 
Hi,

I'm playing a long game on the Large Space Map, using raxo's Rescaled Limits modmod, on SVN 11119.

I've noticed there's a problem with manufactured space resources. Although I have all the needed factories\mines, it still shows that I have 0 Plasteel, Martian Blueberries, etc.

I'm also adding my last save.
That's normal - space cities aren't connected to Earth cities, so resources produced by space cities won't show up as being produced.
Maybe @Toffer90 could improve that UI - exception for cities outside of Earth mapcategory or something like that.
Also 11120 is latest.
 
Swarm should be an exception to this.
Splitting CAN invalidate SOME promotions... just not the ones he'd pointing to I think.
 
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That's normal - space cities aren't connected to Earth cities, so resources produced by space cities won't show up as being produced.
Maybe @Toffer90 could improve that UI - exception for cities outside of Earth mapcategory or something like that.
Also 11120 is latest.

Thanks. I updated to 11120 and checked my space cities' info - they do produce the resources and in the city screen you can see how many of each of them you have.
It'll be much better if you can also see it in the UI.
 
Hi,

I'm playing a long game on the Large Space Map, using raxo's Rescaled Limits modmod, on SVN 11119.

I've noticed there's a problem with manufactured space resources. Although I have all the needed factories\mines, it still shows that I have 0 Plasteel, Martian Blueberries, etc.

I'm also adding my last save.

That's normal - space cities aren't connected to Earth cities, so resources produced by space cities won't show up as being produced.
Maybe @Toffer90 could improve that UI - exception for cities outside of Earth mapcategory or something like that.
Also 11120 is latest.
The reason is so that all the Earth resources like papyrus are not available in space. There are other ways of solving the issues. Have the earth resources not needed in the space eras go obsolete and have trade across the various boundaries defined. Eg when trade across oceans is defined in the XML. If I remember correctly we can add other terrains that need other technologies to cross.
 
The reason is so that all the Earth resources like papyrus are not available in space. There are other ways of solving the issues. Have the earth resources not needed in the space eras go obsolete and have trade across the various boundaries defined. Eg when trade across oceans is defined in the XML. If I remember correctly we can add other terrains that need other technologies to cross.
Orbit terrain acts as THE trade barrier between Earth and Space zones.
It was done intentionally so regular trade, spreading religions and corporations to space won't work.
Religious/corporate buildings and units would have all map categories (or no mapcategory).
So there should be tech, that allows trade on Orbit terrain, and lets units build route here.

Earth to LEO takes about half of DV as LEO -> Anywhere in solar system.
Fusion Spacecraft tech could let transport large quantities of stuff across entire solar system.

Solar System -> Galaxy trade could be allowed by one of Wormhole related tech.
Galaxy -> Universe - Space Creasing/Second stage universal colonization or something like that.
Unobservable Universe/Hyperspace trade would be allowed by Horizon Breaking/Transdimensional Commerce.

@pepper2000 did that intentionally
If Orbit terrain wasn't in scenarios, then you could connect Earth with Space - then trade would function as normal - as if those were normal Earthly cities except for spreading religions/corporations.
 
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Can not play game thru Git after updating GitHub desktop this morning. Constant failures to make .Dll. Then when try to launch game constant error popups ranging from Missing GameSpeedInfo to UniT_XXXXx by the hundreds.

Removed Caveman2Cosmos from Git folder in Documents and Caveman2Cosmos in C:....Mods\Caveman2Cosmo.

Am now using latest SVN.

Not sure how GitHub desktop got broken. But it's unusable for me.
 
The Upgrade chain on Mountains seems to be wrong/not working somehow.

As soon as Work Mules were available (Plough) I started to build Stone Tool Workshops on Mountains. If these were worked from the next city they immediately started to upgrade, but this upgrade always lead to Early Quarries and never to a Mine or anything else. I think that is already wrong as they should only upgrade to Mountain Mines (at this time not available). After they became Early Quarries they tried to automatically upgrade to Quarries but that does not work (the hover says improvement denied). When Mountaineering is discovered there will be no automatic upgrade from these Early Quarries.

In the attached save you can see that one Stone Tool Workshop is already upgraded to Early Quarry (the Lead mountain close to city A08) and waits for the next upgrade to Quarry (which will be denied). The Stone Tools Workshop north of city A06 will be upgraded the very next turn.


Another strange thing I found: The pedia says that Early Quarries are enabled by Mining (in the entry of "Build Early Quarry") but it also says that their construction is made obsolete by Mining (in the entry of "Early Quarry")...
 

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Another strange thing I found: The pedia says that Early Quarries are enabled by Mining (in the entry of "Build Early Quarry") but it also says that their construction is made obsolete by Mining (in the entry of "Early Quarry")...
Bug is in pedia
Code:
        <BuildInfo>
            <Type>BUILD_EARLY_QUARRY</Type>
            <Description>TXT_KEY_BUILD_EARLY_QUARRY</Description>
            <PrereqTech>TECH_MINING</PrereqTech>
            <ObsoleteTech>TECH_MASONRY</ObsoleteTech>

Also Early Quarries can't upgrade to Mountain Mines.
I can add Mountain Mine as alternate upgrade to Early Quarries, since those can be on peaks.

Normally stone tool workshops can upgrade to mine, early quarry, mountain mine and few more improvements.
Early quarry is first valid improvement for peaks.
 
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I'll open pull request here - it added ghost commits to it somehow (maybe because I used release as base here, so thing could be mergeable to release).
For now its few adjustments to let early quarry upgrade to mountain mine.

So I guess I should make completely new improvement - just make mountain only version of it.
 
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