Best place for bug reports is here if your interested.
https://github.com/caveman2cosmos/Caveman2Cosmos/issues
https://github.com/caveman2cosmos/Caveman2Cosmos/issues
I think that the way its setup, it will only give them for free where it is currently qualified for but won't update a place that later becomes qualified.water pipes: when you build the national wonder, it is to give water pipes in each city. Yet after a while, you have the option to build water pipes as a normal build in other cities. Is there a limit to the number of cities supplied by the national wonder?
Maybe it should be all of those cultures based on your own root heritage culture.-Should Ellis Island be agnostic of a specific culture? Eg historically Ellis Island providing European culture makes sense. But that was in Earth, and not the C2C world. In other words, could the player who builds Ellis Island have the option to select which native culture they want to import? Eg if you are European base culture, or conquer it, then Ellis Island doesn't have value except for denial.
I got through the end turn without CTD, got a lot of strange asserts though.Crash after pressing end of turn without error or notifications.
Next turn attached. Looks like the passive animals got spawned as a normal player through revolutions during that one end turn. Interesting catch to get the save right before it happens. I'll investigate that further.Same ****, dozens of turns later![]()
OH, is that the problem that's making NPCs often end up as PCs on the board? That would make sense.Looks like the passive animals got spawned as a normal player through revolutions during that one end turn
Interesting catch to get the save right before it happens.
Yes and by catching the end of turn save right before that happens we can watch it happening in the code in progress.If you suddenly succeed in catching - I will write. But the problem is that who exactly will rise - beasts or not - is decided between turns, as I understand it.
This was recently added; basically, it's a cost that rises as a function of your hoarded wealth. I suspect you're seeing an unstable balance due to your income approaching the value differential in upkeep cost each turn (e.g. add 1000 to a very large treasury, upkeep rises by 500, pop reassigns, new equilibrium for a turn). If you have a large hoard built up.... I guess you can run at 100% tech for a while to deplete some of it, and the upkeep cost will go down.some category called treasury upkeep keeps growing.
ThanksThis was recently added; basically, it's a cost that rises as a function of your hoarded wealth. I suspect you're seeing an unstable balance due to your income approaching the value differential in upkeep cost each turn (e.g. add 1000 to a very large treasury, upkeep rises by 500, pop reassigns, new equilibrium for a turn). If you have a large hoard built up.... I guess you can run at 100% tech for a while to deplete some of it, and the upkeep cost will go down.
Yes and by catching the end of turn save right before that happens we can watch it happening in the code in progress.
Hmm, the revolution consistently spawn Assyria when ending turn on save 1 for me.Between the first and the second.
What is your bug options compared to attached screenshot?Between the first and the second.
Edit: Do you have any personal modifications to C2C?
What is your bug options compared to attached screenshot?
Hit ctrl+shift+alt+D before hitting shift+Z before opening the bug option to get the same screen there.
No, it's the same every time one loads save 1. I've checked three times and got Assyria each time.No.
As I wrote above - as I understand it, the nation of the revolution is determined by chance just before the revolution.
Have you turned on this gameoption: GAMEOPTION_NEW_RANDOM_SEED ?
Could you upload your UserSettings folder?
Edit: Perhaps the different outcome is caused by us using different dll versions... I'll try building a finalRelease dll as opposed to the assert dll I'm currently using.