I played three turns on that save with your usersettings, something was strange with your usersettings though, so I attached your settings after I played with them in case it fixed something with them...I am having a CTD when I try to end my turn after loading my save (earlier saves crash once I catch up with the newer save and end my turn). Any idea what might be wrong here?
I played three turns on that save with your usersettings, something was strange with your usersettings though, so I attached your settings after I played with them in case it fixed something with them...
If you are on a windows 7 system, then try running the game in windows vista compatibility; I've heard it fixes some win7 specific CTD's.
What SVN revision are you on? revision 11159 had a CTD fix in it.
None that we know of, windows 10 is actually surprisingly compatible with old games.I'm using Windows 10; that doesn't benefit from any compatibility modes, right?
Good idea, also 11157 had a CTD fix specific to the resource depletion bug option.I'm on 11156 anyway, so I'll update it.
I could pass turn in latest SVN.I'm using Windows 10; that doesn't benefit from any compatibility modes, right?
I'm on 11156 anyway, so I'll update it.
Your save is corrupt, or you forgot to turn off one of those challenge options.Got a bizarre error where I end my turn and I'm suddenly shifted to control of another civilization. I dont have any game options turned on that would enable this and I went into the world builder and there doesn't seem an option to be able to return to controlling my actual starting civ.
Tried saving and reloading a few times and rebooting the game but no luck.
Probably @Toffer90 made mistake by adding more advanced improvement upgrade as first one.Can't build salt gatherer on salt flats now. As you can see I was able to build them before.
Probably @Toffer90 made mistake by adding more advanced improvement upgrade as first one.
I'll look into it.Can't build salt gatherer on salt flats now. As you can see I was able to build them before.
This is not related to the recent changes to the improvement upgrade mechanics. Also, I only changed the main upgrade for seasonal camp in xml.Probably @Toffer90 made mistake by adding more advanced improvement upgrade as first one.
This may be the reason why workers can't build salt gatherers on salt flat, they can build the main upgrade of salt gatherer, so salt gatherer is disqualified. While the gatherer unit can build salt gatherer because they are unable to build the early quarry.On that note, is salt gatherer suppose to upgrade to (early) quarry? Are you suppose to be able to build quarries on salt flats? I haven't been able to.
My temporary solution was to remove the obsolete tech from the salt gatherer worker build. It still can't upgrade to quarry, all worker units seems to have the salt gatherer build available to them, even the android worker has in its xml the salt gatherer build.
As long as we don't have an upgrade for the salt gatherer we'll have to use the salt gatherer improvement for all eras, I think some other imps will become available later that are simply better than salt gatherer for salt flats, so I don't think it will be seen on maps around modern era.
Salt flats are supposed to be the barren terrain in C2C until at least modern era, no animal or plant life, not suitable to be widely utilized by human culture, which is what an improvement represent, and too costly to operate mines and quarries for the low amount of resources available in salt flats.Is there a reason why we can't allow workers (and later units, but not gatherers) to just build (early) quarries on salt flats? You know, if salt gatherers can't upgrade to quarries for whatever reason.
Upload saveIt seems that one of the last SVNs broke some automatic upgrades. Many of my Lumberjacks don't upgrade to Lumbermills automatically. The tile is worked by the city, I can build a Lumbermill with my worker but the hover doesn't say anything like "X turns to Lumbermill". Strangely some tiles have this display, e.g. a Lumberjack that is built on Resin, but all my Lumberjacks on "normal" forest or on Prime Timber don't upgrade automatically.
Edit: I just found another Lumberjack on Resin that also doesn't upgrade, not sure what is going on here...
That was my thinking which was why I was going to suggest we not allow the seasonal camp in extremely hostile, excessive and uncommon, terrains in general - and that we should leave the salt gatherer in place. A quarry CAN be built there IF a resource comes up, so why should the salt gatherer require the quarry to be qualified when the bonus emergence would qualify it? Seems improvements should not be checking to make sure their upgrades can qualify as part of their own qualification for build.Edit: Actually, I don't think the seasonal camp should be available on salt flats either, there are no hospitable seasons in salt flat terrains. Improvements also reduce terrain damage, and prehistoric is too early to allow that removal for salt flats.
I could add some code to allow salt flats to discover salt bonuses if worked by a city even if it's unimproved.
There's an issue with some old improvements being stuck in an unupgradable state when updating to the changes I made to the improvement upgrade mechanic.It seems that one of the last SVNs broke some automatic upgrades. Many of my Lumberjacks don't upgrade to Lumbermills automatically. The tile is worked by the city, I can build a Lumbermill with my worker but the hover doesn't say anything like "X turns to Lumbermill". Strangely some tiles have this display, e.g. a Lumberjack that is built on Resin, but all my Lumberjacks on "normal" forest or on Prime Timber don't upgrade automatically.
Edit: I just found another Lumberjack on Resin that also doesn't upgrade, not sure what is going on here...