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

There is a general problem with resource placement in the current maps or at least Tectonics. Resources are not clumping. Before plant resources would be clumped with a few being next to each other, mostly because plants can't walk very far. You would still get the same number on the map but because they were clumped you may have to trade those you had for those you did not. (Not that trading the raw plant or some of its products work well in C2C.)

I fact the last few maps I have (tried) to play on have seemed to be generated such that no resource can be next to any other resource. Including a land resource not allowed next to a sea resource. Seems strange is all as even minerals do appear next to each other in the real world.

Naturally it could just be the random generator at work.

edit I find it strange that in the stone age the only animal that does not provide meat is the horse!
 
I guess I can have a look at the other mapscripts with bonus grouping in mind.

I see some improvement for bonus group map size scaling in the World mapscript at least. That aspect was poorly implemented and restricted grouping too much even on large map sizes.
 
My current game keeps crashing between turns 1203 and 1204. I have made a save at the end of turn 1203 so you just have to load the save and end turn to verify the crash. Any idea what might be causing it?
 

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My current game keeps crashing between turns 1203 and 1204. I have made a save at the end of turn 1203 so you just have to load the save and end turn to verify the crash. Any idea what might be causing it?
If you are on windows 7 then try running the game in windows vista compatibility mode. There are known CTD's for C2C on windows 7.
 
If you are on windows 7 then try running the game in windows vista compatibility mode. There are known CTD's for C2C on windows 7.

I'm actually playing on Windows 10, which is the best version for C2C, at least according to Thunderbird. Should I run it in vista compatibility mode anyway?
 
Thanks for the help guys, but I am having no luck. I updated to the most recent SVN, but I'm still not able to get to the next turn.

I tried loading Matt's save (my save, one turn later), and the game crashed. It was a runtime error, and it had to be ended in an "unusual" manner.

By the way, I used the wrong terminology. The game didn't crash on ending my turn, but rather "hanged" (i.e loading endlessly). I had to use ctrl+alt+del to shut off my computer. I could use alt+tab, but when I let go of alt, I get back C2C (so I can't even use task manager to end it).
 
MattCA probably ran your save one round on the latest git version, which is not save compatible with the latest SVN version.

Such a hang usually mean an infinite loop in action. Perhaps it needs your specific BUG UserSettings to happen.
 
Since you made the Trading Post not an auto build you need to make the Storage Pit upgrade to it to stop breaking the building line requirements. A few buildings have Storage Pit or Trading Post but the Storage Pit becomes obsolete at Pottery and the Trading Post does not become available now until Trade. This cause those prehistoric buildings to become unavailable:(.

edit wrong culprit... the Storage Pit should upgrade to the Granary and those buildings that require it or the Posts should be changed to need the pit, granary and its upgrades.
 
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MattCA probably ran your save one round on the latest git version, which is not save compatible with the latest SVN version.

Such a hang usually mean an infinite loop in action. Perhaps it needs your specific BUG UserSettings to happen.

An infinite loop in action? How do I find and address that? I couldn't find anything in the BUG settings that seemed problematic. I really don't know what to look for, or where.
 
An infinite loop in action? How do I find and address that? I couldn't find anything in the BUG settings that seemed problematic. I really don't know what to look for, or where.
Are you playing with stack size limits? If so remove the limit and play for a couple of turns before putting the limits back. The AI is dumb, it asks if the unit can move to plot 1 gets a no, so asks of plot 2 and so on round to plot 1 again. It then sees if it can move to plot 2 and round and round it goes. This occasionally happens with the stack limit option on.
 
Are you playing with stack size limits? If so remove the limit and play for a couple of turns before putting the limits back. The AI is dumb, it asks if the unit can move to plot 1 gets a no, so asks of plot 2 and so on round to plot 1 again. It then sees if it can move to plot 2 and round and round it goes. This occasionally happens with the stack limit option on.

Thanks, but I don't have this setting on. Maybe I should upload my configuration files, so someone can see if something is on/off that shouldn't be on/off?
 
Thanks, but I don't have this setting on. Maybe I should upload my configuration files, so someone can see if something is on/off that shouldn't be on/off?
How long did you let it run before deciding it was hanging? I've had a random turn take 4 times as long as normal (10m v 2.5), as a one-off.
 
Since you made the Trading Post not an auto build you need to make the Storage Pit upgrade to it to stop breaking the building line requirements. A few buildings have Storage Pit or Trading Post but the Storage Pit becomes obsolete at Pottery and the Trading Post does not become available now until Trade. This cause those prehistoric buildings to become unavailable:(.

edit wrong culprit... the Storage Pit should upgrade to the Granary and those buildings that require it or the Posts should be changed to need the pit, granary and its upgrades.
Another option is to have them require Community Discussions instead of Storage Pit. There does not seem to be another suitable commercial building. The other good thing about using it would be that it never goes obsolete so we don't need the OR list but I suppose they could stay.

On that perhaps Community Discussions should be merged into the administration building line. I like this idea, but then the admin are my buildings and I was going to use them in place of the population requirement on cities. This is because I come from a rich western country with a very low population density. IIRC Poland has more people than Australia but Australia is almost as big as Europe.
 
How long did you let it run before deciding it was hanging? I've had a random turn take 4 times as long as normal (10m v 2.5), as a one-off.

Oh, my turns usually take just a few seconds (at least in my current game... slows down later in the game). I waited many times longer than a typical turn.
 
Since you made the Trading Post not an auto build you need to make the Storage Pit upgrade to it to stop breaking the building line requirements. A few buildings have Storage Pit or Trading Post but the Storage Pit becomes obsolete at Pottery and the Trading Post does not become available now until Trade. This cause those prehistoric buildings to become unavailable:(.

edit wrong culprit... the Storage Pit should upgrade to the Granary and those buildings that require it or the Posts should be changed to need the pit, granary and its upgrades.
Another option is to have them require Community Discussions instead of Storage Pit. There does not seem to be another suitable commercial building. The other good thing about using it would be that it never goes obsolete so we don't need the OR list but I suppose they could stay.

On that perhaps Community Discussions should be merged into the administration building line. I like this idea, but then the admin are my buildings and I was going to use them in place of the population requirement on cities. This is because I come from a rich western country with a very low population density. IIRC Poland has more people than Australia but Australia is almost as big as Europe.

There are 47 buildings that can disappear from your build queue when you get Agriculture! It is not that you should not be able to build them but because the Storage pit both goes obsolete and is replaced by the Granary.

The problem is that the requirement buildings for these buildings is not in a single line and there is no indication that a building you may already be building will become unavailable just because you study a tech. Even making the Storage Pit not go obsolete will not completely fix the problem.

What is needed is an early building in the trade centre line of buildings (Barter Hut, Trade Post, ... Shopping District).

The simplest solution would indeed be to replace Storage Pit with Community Discussions for all building requirements. It is the closest thing we have.

edit dang! I forgot it was a Civic building.

Oh well that means making Storage Pit not go obsolete. Nowhere near a complete solution but at least buildings in your build queue wont suddenly disappear.

What C2C lacks is a warning that tells you not just what buildings will go obsolete but what buildings you wont be able to build and why. However that would be by individual city circumstance:(
 
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There are 47 buildings that can disappear from your build queue when you get Agriculture! It is not that you should not be able to build them but because the Storage pit both goes obsolete and is replaced by the Granary.

The problem is that the requirement buildings for these buildings is not in a single line and there is no indication that a building you may already be building will become unavailable just because you study a tech. Even making the Storage Pit not go obsolete will not completely fix the problem.

What is needed is an early building in the trade centre line of buildings (Barter Hut, Trade Post, ... Shopping District).

The simplest solution would indeed be to replace Storage Pit with Community Discussions for all building requirements. It is the closest thing we have.

edit dang! I forgot it was a Civic building.

Oh well that means making Storage Pit not go obsolete. Nowhere near a complete solution but at least buildings in your build queue wont suddenly disappear.

What C2C lacks is a warning that tells you not just what buildings will go obsolete but what buildings you wont be able to build and why. However that would be by individual city circumstance:(
Barter post is unlocked at Barter - earlier than agriculture.
So just build Barter Post as soon as you got Barter tech.
Population requirement could be removed from barter post, if storage pit didn't have it.

Also you said, that it was intentional for building prereqs to obsolete before buildings themselves.
That is buildings won't disappear from queue if you build all buildings.

Maybe buildings, that are resource producers, are requirement for other buildings, and for units could be filtered out.
That is adding new city filters.
 
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