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

Not without moving the code for the build suggestion pop-up from dll to python like I suggested to bill when he reworked it recently and asked some similar questions.
He was intent on reworking it himself though, probably wanted to get more familiar with UI stuff which is a good thing all in all, which is partly why I didn't insist.
Secondary reason was that I had little time for modding at the time he looked into improving that pop-up.
In other words, I have no idea on how to widen the vanilla tooltip which is currently used there.
So basically we're stuck on the original EXE's version of that thing which is fixed and there's nothing we can do about it without a major project?
 
So basically we're stuck on the original EXE's version of that thing which is fixed and there's nothing we can do about it without a major project?
Wouldn't be a major project; would probably take me a day or two if I have enough hours to dedicate that is.
If someone added a temporary global define that switch it from dll code to python code and set the default value of it to use the dll version, then I would be free to enable the python switch and replicate the pop-up in python in my own speed.
 
Wouldn't be a major project; would probably take me a day or two if I have enough hours to dedicate that is.
If someone added a temporary global define that switch it from dll code to python code and set the default value of it to use the dll version, then I would be free to enable the python switch and replicate the pop-up in python in my own speed.
OK, its easy to add a global define but I have no idea where such a switch would need to be added. I will have to look into that as time permits then.
 
Not without moving the code for the build suggestion pop-up from dll to python like I suggested to bill when he reworked it recently and asked some similar questions.
He was intent on reworking it himself though, probably wanted to get more familiar with UI stuff which is a good thing all in all, which is partly why I didn't insist.
I didn't actually do anything with tooltips, and it isn't high on my priority list. I have no problem with it being in Python of course, don't remember what I said about it previously!
 
I didn't actually do anything with tooltips, and it isn't high on my priority list. I have no problem with it being in Python of course, don't remember what I said about it previously!
I was probably not that clear about how slow the pre-cached vanilla tooltip is compared to my wide on demand generated tooltips back when you asked me if I knew why the build suggestion pop-up was so slow or had suggestion on how to address it.
I probably just said hand it over to me in python and I'll make it faster. You didn't really respond to the suggestion, maybe because it sounds strange to do it in slow python when the fast dll solution already was too slow.
I mean, the reason it was slow was due to exe code, and only python has a system for circumventing that particular slow exe code that insist on caching the help text of all UI elements in the pop-up before it can display the pop-up to the player.
 
@strategyonly this great general overflow was fixed.
Also "Hide Obsolete Worker Actions" was removed for time being as it never was adapted tor Caveman2Cosmos.
It is in github archives, so it can be easily restored, if someone wants to make work it properly for Atomic and later eras.
 
I started a new game and received Nomadism from a Goody Hut at the very 1st turn. I could not build a Wanderer though, it was greyed out in the unit list without any explanation why not. I saved the game and reloaded the save and now I could build the Wanderer. Is this a bug or expected behaviour?
 
After discovering a new technology from a goodie hut, I have to wait a turn until I can build any units or buildings associated with said new technology.
 
Not much of an exploit on my computer. Easier to just wait.
 
If that is how it is intended to be then it is an exploit if you can avoid it by saving and reloading.
It's not really a design intention but there's caching in place to make turns run faster so since tech updates aren't expected often during a turn it's not really going to register until the next turn or if unloaded/reloaded. You could see it as an exploit, or maybe as messy, but it's really too minor to build out an active update that normally takes place between rounds to the build queue selection options after the goody hut reveal event. Maybe eventually it could be addressed. I could think of how to create a flag that might call for a recalculation of the selection options and the next time those options are checked and the flag is up, the system reconfigures its availability list and puts the flag down, but they are very different systems between the goody reveal code and the compilation of what's possible to train/construct in a city so it would have to be something somewhat complex like that to trigger the reconfiguring.
 
I love the faster turns, to me it seems like a good idea to wait. You get a free technology and it's like your people need a moment to get used to it. That's why I always thought it was intentional.
 
Got a weird error when I started my game. Running SVN 11105. It loaded with no issues after I pressed okay, but what was even weirder is the file it is referencing does not exist. Been running SVN 11105 since the day it released, never got error until today.
Spoiler Error Messages :
Weird error 2.jpg
Weird error.jpg

 
Probably not a bug but a behaviour I don't like: When I attack the Barbarian Wanderer in the attached screenshot it withdraws. This is ok, but I think it should not do this across 2 tiles. While it is nearly impossible this way to really kill the unit, I don't think it is realistic. If you escape this should be barely and not the full distance such a unit can walk (I am not even sure if it really could go 2 tiles through the forest in one turn at all).
 

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Got a weird error when I started my game. Running SVN 11105. It loaded with no issues after I pressed okay, but what was even weirder is the file it is referencing does not exist. Been running SVN 11105 since the day it released, never got error until today.
Either one off error, or somehow you accidentally deleted some file, or game got corrupt.
Its on your side.
 
Got a weird error when I started my game. Running SVN 11105. It loaded with no issues after I pressed okay, but what was even weirder is the file it is referencing does not exist. Been running SVN 11105 since the day it released, never got error until today.
Both those warlord text xml files should exist in your warlord expansion folder.
The files referenced in those error messages are not necessarily where the xml error is though, but you should make sure that you have those files and that they are not modified in any way.
 
Probably not a bug but a behaviour I don't like: When I attack the Barbarian Wanderer in the attached screenshot it withdraws. This is ok, but I think it should not do this across 2 tiles. While it is nearly impossible this way to really kill the unit, I don't think it is realistic. If you escape this should be barely and not the full distance such a unit can walk (I am not even sure if it really could go 2 tiles through the forest in one turn at all).
I have noticed that withdrawal has been acting funny recently, I've seen it withdraw 3 tiles too, skipping through the attackers plot past another plot behind the attacker that had more units from the attackers team even though there was plenty of empty valid plots around the withdrawing defender to escape to.
 
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