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

That would work better with the upgrade mechanism.
I created new improvement (Early Mountain Mine).
Now its only improvement, that upgrades to Mountain Mine, and can be built on peaks only.

It gives access to all minerals unlocked before Mountaineering.
So this excludes Coal (Coal Mining is at same column as Mountaineering), Bauxite, Uranium, Titanium and Geode - Mountain Mine gives access to those.

Early Mountain Mine worker build is unlocked at Mining (at Plough you get workers that can build in mountains) and obsoleted at Mountaineering.
All workers that can build Mountain Mine can build early version too.
 
And its now being pushed to SVN.
You will have to manually replace improvements on mountains, that aren't Mountain Mine.

Now its in SVN.
 
Last edited:
When it fails to build the dll when trying to launch the game, you have to use the makedll bat files in the tool folder, those don't fail.
I actually tried that but it was still failing. So this morning I deleted the Git Caveman2Cosmos found in my Documents. Then when I updated thru GitHub Desktop it could not locate it so I did the "Clone again" option. Now we will see if it is usable for me.

I will need to refresh myself on using the Devtools and make Releases, especially make FinalReleaseDll, all over again. <sigh>
 
I actually tried that but it was still failing. So this morning I deleted the Git Caveman2Cosmos found in my Documents. Then when I updated thru GitHub Desktop it could not locate it so I did the "Clone again" option. Now we will see if it is usable for me.

I will need to refresh myself on using the Devtools and make Releases, especially make FinalReleaseDll, all over again. <sigh>
When it just ain't workin, starting over from scratch often does the trick. This setup is still to unfamiliar to me to be able to offer much better advice myself.
 
When it just ain't workin, starting over from scratch often does the trick. This setup is still to unfamiliar to me to be able to offer much better advice myself.
I had to update my old computer (the one I'm using right now) with what I posted above. I had not updated GitHub Desktop here on it for several weeks. My new computer is at My Son-in-laws ( the IT Director of our local Hospital) because it died on me 2 days ago. I "think" the new Power supply went out. <ugh and sigh> Good that I still have this back up comp to use. :/
 
Seems GitHub Desktop is not working for me. It says I have not run the bat file setup from DevSetup? I thought that was automatic?

Anyway Git is useless for me atm.

Back to using only the SVN for now.
 
Steampunk worker can't build cold terrain factories. Bug or feature?
 
@MattCA,
yes, it told me that I had not run the DevSetup bat. I have never seen that before. I tried to run it but nothing happened but the popup screen that says "Failed" and then wants you to go thru all the steps to put the Caveman2Cosmos folder in the right place. Which I tried with no success. So I gave up and am using just the SVN for updates now.

I see that you've been frustrated. Hang in there MattCA. There can be "sharp" tongues at times.
 
@Team,
I have a question, didn't the global defines or the config files once have a control for Barb science and expansions? Something along that line?

I started a new game on Monarch and with no Barb Options activated at set up they are running rampant. Before I could even research tribalism I had 2 barb cities next to me and the 1st one was growing as fast as my Capitol! The Base Mod without all the Combat Mod options or SM Options is sprouting barbs faster than any Player can and faster than most of the AI. I have No barb Options On (ie boxes checked). And even if you turn All Traits Off ( which I did for this new game) the barbs are still running wild. It's like Raging barbs or Barb World are On by default even if the check box for that Option is Not checked. The Barb AI is more aggressive than even the Civ AIs. And now their cities can grow as fast and as large as the Player or Empire AIs.

If this is the new way then the player cost for mil units has to be decreased to allow for a match to the corresponding increase that Barbs are allowed. (I do not have Start as Minors Option On either!)

I've seen this happen in the past just in the last 2 years. And it's unchecked changes to the Barb AI. Was ANY testing done on Any of these changes?

Or have I stumbled upon a harder way to play because I don't use SM or Combat Mod Options for Civic test games?

If that is the Plan then I can accept that. It will mean I will have to drop my normal Difficulty levels by a factor of 2 - 3 levels. Perhaps I need to start testing on Noble again instead of Immortal or Emperor, and now even Monarch? It seems that I might have to. But what if the barbs are just as bad on Noble or Prince? Again was there any testing done when the barb AI was boosted????
 
Barbs may need a nerf. I'll add one right now, and get raxo to include it in his upcoming SVN update

Edit: They had a 35% faster unit production modifier that I now removed on git, it will be on SVN in a couple of hours.

I guess they don't need that 35% bonus as they do spawn units without spending hammers pretty much anywhere on the map all the time.
 
Last edited:
I had all barbarian options unselected.
One barbarian city got spawned on Duel/Immortal/Ultrafast within 50 turns.

Barbarian Civ just lets those barbarian cities evolve to full fledged civs, if option is unchecked.
Raging Barbarians spawn more barbarians.
Barbarian World spawn one barbarian city per civ on game start.
 
Last edited:
Barbarian Civ just lets those barbarian cities evolve to full fledged civs, if option is unchecked.
What!?? If the Option Is Not checked then Barb Civ is supposed to be OFF! Not spawning new Minor AI from a barb city. That is what is supposed to happen when the checkbox is checked.
Raging Barbarians spawn more barbarians.
Right. Has that been turned On somehow now? Instead of having it's checkbox checked to be On?\
Barbarian World spawn one barbarian city per civ on game start.
Right. It was still working that way a year ago. I have not tried it being checked On since that time.
 
Barbs may need a nerf. I'll add one right now, and get raxo to include it in his upcoming SVN update

Edit: They had a 35% faster unit production modifier that I now removed on git, it will be on SVN in a couple of hours.

I guess they don't need that 35% bonus as they do spawn units without spending hammers pretty much anywhere on the map all the time.
Thank you!
 
What!?? If the Option Is Not checked then Barb Civ is supposed to be OFF! Not spawning new Minor AI from a barb city. That is what is supposed to happen when the checkbox is checked.
Its called "No Barbarian Civs", selecting it disables it.
Just like "No Revolutions" and "No Tech Diffusion" turns off thing if selected.

I suggested on Discord, that selecting any option would enable it.
That is all options staring with "No X" would be "X"

Right. Has that been turned On somehow now? Instead of having it's checkbox checked to be On?
Barbarian spawning and barbarian city spawning were increased recently.
They spawn more on harder handicaps.

Raging Barbarians would increase spawning even more.
 
Back
Top Bottom