v 26, and above ALL Bugs/Crashes reporting thread

Is the current SVN usable after the DLL/PDB problem?

JosEPh

It has no effect on stability - it just means we cannot interpret minidumps. In fact since I've just pushed a another change the current SVN is self consistent again anyway, but it was never a problem for players per se.

@TB - don't upload now since I've made changes since - you'll need to take Sgtslick's minidump and take look at it though since only you can interpret it.
 
Don't recall when the star went in. I kinda thought it was a bit new... but I believe the star has always meant the starting level the unit would be at since its been there.

No, the star has always meant (for a long time) that it's a national unit, and the number by it is how many more you can train. It is only a display bug, but it is annoying and strange.
 
What SVN rev (doesn't seem to match latest)? Also what do you mean by 'generate the map' in GEM's case (since it's a scenario which already has a map)?

It was from earlier today I think.
What I mean by generating map is just loading it. Like once you select your settings in the lobby and click launch, I would get the progress bar but it would crash at the end / towards the end. It doesn't seem to crash when I load a game tho, idk its weird.
 
It was from earlier today I think.
What I mean by generating map is just loading it. Like once you select your settings in the lobby and click launch, I would get the progress bar but it would crash at the end / towards the end. It doesn't seem to crash when I load a game tho, idk its weird.

Ye - it was the version only TB is able to interpret due to missing files from his push of that version - I've asked him to take a look.
 
I turned alt_timelines off a while back and since then every time the game starts, just after opening I get these three errors but the game continues to play http://i46.tinypic.com/2h71noy.jpg

Yes, those are cosmetic errors, but Hydro really shouldn't be referencing those in his modules. At the very least they should include the tag that says "only load this if a certain module is enabled" (can't remember the exact name now).
 
No, the star has always meant (for a long time) that it's a national unit, and the number by it is how many more you can train. It is only a display bug, but it is annoying and strange.

I have a hard time believing that since national unit count is delivered separately in the display.
 
I turned alt_timelines off a while back and since then every time the game starts, just after opening I get these three errors but the game continues to play http://i46.tinypic.com/2h71noy.jpg

I'll give Hydro fixes for that. On second thoughts:-

@Hydro you will need to remove
Code:
				<BuildingClassProductionModifier>
					<BuildingClassType>BUILDINGCLASS_NEMO_ACADEMY</BuildingClassType>
					<iProductionModifier>50</iProductionModifier>
				</BuildingClassProductionModifier>

From the Indian Embassy and add a new file or put at the end of the buildinfos file in the folder containing Nemo Academy the following
Code:
		<BuildingInfo>
			<BuildingClass>BUILDINGCLASS_INDIAN_EMBASSY</BuildingClass>
			<Type>BUILDING_INDIAN_EMBASSY</Type>
			<BuildingClassProductionModifiers>
				<BuildingClassProductionModifier>
					<BuildingClassType>BUILDINGCLASS_NEMO_ACADEMY</BuildingClassType>
					<iProductionModifier>50</iProductionModifier>
				</BuildingClassProductionModifier>
			</BuildingClassProductionModifiers>
		</BuildingInfo>

For Mammoth Trainer and Zebra Trainer you will need to do similar.

Is it just me or are the new mangrove graphics a bit too big on the latest SVN?

It is the size it has always been:mischief: but since it is new do you have any suggestions to how much it should be adjusted?
 
Mangroves also do not disappear from the tile if you Farm the tile like regular forest do. So you have a farm underneath a grove of mangroves. Same thing for mines too but forest do not dissappear on mines till later. And units hide in them pretty good. Great for ambushing! :mischief: :D

They need to be about half the size they are now.

JosEPh
 
Mangroves also do not disappear from the tile if you Farm the tile like regular forest do. So you have a farm underneath a grove of mangroves. Same thing for mines too but forest do not dissappear on mines till later. And units hide in them pretty good. Great for ambushing! :mischief: :D

They need to be about half the size they are now.

JosEPh

Agreed.
 
When did that change? Because it's never been that way before. :confused:

It has always been that way. Well, probably. In C2C anyway. I think it is part of BUG (or BULL), so it would have started showing up when BUG/BULL was merged in. Before that it would not have been there at all.

If a unit is a national unit it has actual text that says "National Unit (1 Allowed)" (or whatever the correct number is for that unit class), or if the limit is > 1 and you have already built 1 or more it is something like "National Unit: 2 Left".
 
Mangroves also do not disappear from the tile if you Farm the tile like regular forest do. So you have a farm underneath a grove of mangroves. Same thing for mines too but forest do not dissappear on mines till later. And units hide in them pretty good. Great for ambushing! :mischief: :D

They need to be about half the size they are now.

JosEPh

Personally, I don't think ANY mine, except perhaps a 'strip mine' which we don't have in game yet, should take out the forest. We had all kinds of mines in the Silver Valley in Idaho and only lost forest land to the strip mining. Once that had stopped, the forest recovered and now BOTH mining and foresting take place there on the same hills.

Windmills and farms should take out forest. But Watermills should not. It just bugs me when good options aren't good because it'd irrationally take out a forest plot.
 
Regarding SgtSlick's minidump, I'm getting nowhere. It doesn't get into any sourcecode available. I haven't done anything since my last update and I, too, am getting 'No Matching Binary Found'. So apparently the problem takes place before the codes we can see begin to even get accessed. It's deep in the core setup.
 
SVN 3953: I was looking at the Civilopedia, and I noticed that the bonuses that I was giving with the <GlobalBuildingExtraCommerces> tag are gone. Any ideas what might have happened? Take a look at Bank of China Tower. It should be giving +5 gold from Bank.
 
Personally, I don't think ANY mine, except perhaps a 'strip mine' which we don't have in game yet, should take out the forest. We had all kinds of mines in the Silver Valley in Idaho and only lost forest land to the strip mining. Once that had stopped, the forest recovered and now BOTH mining and foresting take place there on the same hills.

Windmills and farms should take out forest. But Watermills should not. It just bugs me when good options aren't good because it'd irrationally take out a forest plot.

I agree 100%. And I would add windmills in to because they can only be built on hills. And even a forested hill is not going to lose all it's forest to windmills even the old dutch windmill.

The watermill has bothered me since early RoM and I even argued with zappara over it. But it got lost in the cottage reshuffling. And it's under powered too even in C2C.

JosEPh
 
Back
Top Bottom