Single Player bugs and crashes v43 plus (SVN) - After January 2023

Getting a strange error...

Error in Game start event handler {bound method BugEventManager.onGameStart of {BugEventManager.BugEventManager instance at 0x186F5AD0}}

Game ends at that point, on the first turn. Can't see anything on the map.

Any ideas, please?

Thanks!
 
Getting a strange error...

Error in Game start event handler {bound method BugEventManager.onGameStart of {BugEventManager.BugEventManager instance at 0x186F5AD0}}

Game ends at that point, on the first turn. Can't see anything on the map.

Any ideas, please?

Thanks!
Run game as admin
 
For some reason, there are no combat animations for my game. Not sure if this is a new feature since I haven't played C2C since high school/freshman year of college. All the settings are normal both in BUGS and in the normal game settings, so I'm not sure what is happening.
 
The overflow over a population of two billion has still not been corrected.
I reported the error in December.
 
@Hehe64
I once knew a poster that used the same avatar. His username on the MoOIII Atari forum was JeBus. Used to live in Chicago. ;)
 
Using the latest SVN, I noticed that once I build a fort, I cannot harvest the resources immediately around it.
P.S. the turn time is nice now :)
 
Using the latest SVN, I noticed that once I build a fort, I cannot harvest the resources immediately around it.
P.S. the turn time is nice now :)
Can't build pastures on forested hills until you clear the forest now too. There have been many changes to tile improvements and what is needed to access the resource.
 
It's either a configuration, or a description bug, but it appears that the Great Bath of Mohenjo Daro doesn't grant +1 population to newly constructed cities, as it states in its description.
I checked the XML for that wonder, and did a quick search through Python scripts, but I didn't find any explicit logic around this wonder. The only new city pop modifier currently sits in the traits XML, and it's not being used with the Great Bath. So... should it? :)
 
It's either a configuration, or a description bug, but it appears that the Great Bath of Mohenjo Daro doesn't grant +1 population to newly constructed cities, as it states in its description.
I checked the XML for that wonder, and did a quick search through Python scripts, but I didn't find any explicit logic around this wonder. The only new city pop modifier currently sits in the traits XML, and it's not being used with the Great Bath. So... should it? :)
A description bug, though some people want us to bring back the +1 for new cities for it, so maybe we won't fix the text bug right away.
Vanilla bug, went unnoticed for long time.
Not really a vanilla bug, it was introduced by some rule changes related to improvements outside of the actual reach of cities. So more of a loophole/oversight in the rules that we need to plug or review at least.
 
Not really a vanilla bug, it was introduced by some rule changes related to improvements outside of the actual reach of cities. So more of a loophole/oversight in the rules that we need to plug or review at least.
I remember the discussion on this and here, too, I was unable to participate at the time. I've always felt this was the main reason I'd WANT a fort, to reach out to get resources outside the city. However... and maybe I did get the opportunity to say this, I've also wanted to make merchants capable of travelling to a distant location and setup a resource obtaining route to that location that would put them on a wander back and forth path that would repeat endlessly that would give access to a resource at that location (this way they can be attacked by criminals if not protected and such), so maybe this is a GOOD rule change feature for now to set us up for that (which would probably be an optioned out feature though, so perhaps the way this currently works could be hidden behind an option wall...)
 
A description bug, though some people want us to bring back the +1 for new cities for it, so maybe we won't fix the text bug right away.
I wonder if this is 'fertile' ground for an option that would collect into it a few things.
 
Small text error
Spoiler Screen shot :
1684893620350.png
 
The "Admin Tab" on cities has a pretty huge loading time for me (~5 seconds each time I either switch to it, or have to pick something from the production queue at the start of my turn. It's pretty useful to remember what I built previously, but is there , perhaps, an option to switch it off?
 
The "Admin Tab" on cities has a pretty huge loading time for me (~5 seconds each time I either switch to it, or have to pick something from the production queue at the start of my turn. It's pretty useful to remember what I built previously, but is there , perhaps, an option to switch it off?
Have you updated to SVN-11553?
I had this problem but it was fixed in the latest SVN update.
 
The "Admin Tab" on cities has a pretty huge loading time for me (~5 seconds each time I either switch to it, or have to pick something from the production queue at the start of my turn. It's pretty useful to remember what I built previously, but is there , perhaps, an option to switch it off?
Have you updated to SVN-11553?
I had this problem but it was fixed in the latest SVN update.
If you play on v43, then try the v43.1 patch found in this forum.
 
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