This is sorted out in the upcoming SVN revision (rev. 11527 that is).Hi.
At a point in the game something happens to city culture. It's pointed out with an arrow. Seems it can't expand culture so it goes to minus?
This is sorted out in the upcoming SVN revision (rev. 11527 that is).Hi.
At a point in the game something happens to city culture. It's pointed out with an arrow. Seems it can't expand culture so it goes to minus?
It's a fort, it acts like a city, criminal units can't attack cities.isnt the Mob car supposed to attack withOUT declaring war?? it doesNOT...
When I do a Github update using FinalRelease, then when I start to load the Game during the 15-20 minute build process it builds a New Final Release Dll. So your statement confuses me from what I see my Github build do?Not sure what you mean, git doesn't have dll's, and SVN always come with the finalRelease dll.
When I did the 2 turns I did minimal actions. Just enough to get the EoT button to turn red. So I did nothing to cities. But I did have to move some work boats.Not to sound rude, but I might as well just start over. Using the save posted, cities have built things I don't want and random improvements have been added. I don't feel like going through 18 cities one by one and going through the massive build list or going over every square of my territory and figure out what was built and what wasn't built. I will just start over and withdraw my complaint.
Edit: I am also tired of all the culture issues, my squares keep randomly turning, cities mysteriously start revolting because somehow one my cities that has existed for hundreds of turns decide to suddenly adopt a whole new culture.
The git mod install/setup just compiles the dll type that you last compiled upon launching the game after changes have been made.When I do a Github update using FinalRelease, then when I start to load the Game during the 15-20 minute build process it builds a New Final Release Dll. So your statement confuses me from what I see my Github build do?
Thank you. Old dog new trick!The git mod install/setup just compiles the dll type that you last compiled upon launching the game after changes have been made.
So if you go into your folder and run this bat `Caveman2Cosmos\Tools\MakeDLLRelease.bat`, then whenever you start the game, and the dll detects changes in the source folder, it will compile the normal release dll (as that's what was compiled last) which only takes about 2 minutes to compile.
Upload saveterracotta and porcelain workshops keep coming back to be built each and every turn . .even though i have them listed as being on the built list the turn before??
They are replaced by equivalent factories, so it seems like factories keep burning down or somethingterracotta and porcelain workshops keep coming back to be built each and every turn . .even though i have them listed as being on the built list the turn before??
It had to be weird coincidence since this tech has nothing to do with wonky replacement requirements.it stopped when i got "radar"
You have broken something, need to do full cleanup.have a red blob on a earth item, Barringer crater/scrub.... (its not the rogue otherwise IT would show up red blob also ..even if u move the rogue the red blob stays there ..
EDIT: also why dont "rogues" show attack odds?? see pic 2
This one is tricky, involves the exe, will try to fix it before new year though.repeatable CTD WHEN the guerilla's attack the city i have circled ..
Was referring to the rogues not getting any odds.not the point,,, if "u" take all the gurellia's and attack, and take over the city, it is a repeatable, CTD . .
Managed to stop it from CTD-ing, but I want to investigate it further before updating SVN, something strange is going on when you destroy the early fighter planes stationed in the city upon conquering the city, the exe calls functions on uninitialized selection groups and units upon trying to remove the fighter jets from the battle, which cause the CTD without a "this != NULL" check, the question is why the exe does this, and that I want to delve into a bit more in case there's something we can do to stop the exe from calling these illegal functions in the first place.repeatable CTD WHEN the guerilla's attack the city i have circled ..
It went faster than I imagined, so a proper fix is now on its way to the SVN.Managed to stop it from CTD-ing, but I want to investigate it further before updating SVN, something strange is going on when you destroy the early fighter planes stationed in the city upon conquering the city, the exe calls functions on uninitialized selection groups and units upon trying to remove the fighter jets from the battle, which cause the CTD without a "this != NULL" check, the question is why the exe does this, and that I want to delve into a bit more in case there's something we can do to stop the exe from calling these illegal functions in the first place.
Couldn't reproduce the issue.EDIT: also why dont "rogues" show attack odds?? see pic 2