v20 bugs and crashes

Not sure that works for obsolete buildings though. Can't sell them once they've gone obsolete I think.

As for roads, I totally agree with Koshling. In fact in my games I often keep Mud Paths on plots I don't use for faster travel and between cities, roads on mines, of course, paved roads on cottages (for the bonus once villages), and the best available linking up cities for fastest possible travel. Oh, and for Jungle Camps the best too of course. Still don't see why JC's should get so much bonus from routes.

Cheers
 
Not sure that works for obsolete buildings though. Can't sell them once they've gone obsolete I think.

As for roads, I totally agree with Koshling. In fact in my games I often keep Mud Paths on plots I don't use for faster travel and between cities, roads on mines, of course, paved roads on cottages (for the bonus once villages), and the best available linking up cities for fastest possible travel. Oh, and for Jungle Camps the best too of course. Still don't see why JC's should get so much bonus from routes.

Cheers

Non-obsolete buildings are sold at 20% of their cost to build. Obsolete, but not replaced, buildings sell for 10% of there cost.

Until units get one standard movement cost across terrain in your cultural borders the best available routes will be built everywhere because you can't tell where your armies will need to go. Afforess made a change to RAND that meant that automated workers would not build routs everywhere. This costed in the long run because the workers would sit around inside the cities doing nothing rather than building paths everywhere so you could hook up resources faster with the correct later route.
 
I micromanage my workers. Always have, always will. And in many cases one can see where it's most likely an invading force will come from so knowing where to place ones fast routes isn't difficult.

Cheers
 
I micromanage my workers. Always have, always will. And in many cases one can see where it's most likely an invading force will come from so knowing where to place ones fast routes isn't difficult.

Cheers

I only micro manage them p to a point in the late industrial when I have finished developing all the important plots my way. Then I put them on auto.
 
MiniDump generated through graphical allocation problems? Didn't think MiniDumps would be created if it wasn't an app crash.

Cheers
 
why crossbowmen have gunpowder effects? isnt it obvious bug?
 
Repeatable crash at end of turn.
Save and dump attached, SVN build 1728.
Happy hunting! :)
 
I only micro manage them p to a point in the late industrial when I have finished developing all the important plots my way. Then I put them on auto.

Separate discussion really (which I had intended to start at some point, but maybe now is the time). I really dislike the road-spam, it just feels wrong, and I'd like to do something about it. Not something artifial though, like havinthhe AI hurt itself by no doing it just because it doesn't look right!

Spammmed cart and mud paths I have no issue with (realistic), roads not really a problem, pathed roads probably ok too. However, from highway on up I'd like to see a disincentive to simply spamming them everywhere, and encourage the building of more realistic hub-and-spoke and direct inter-city linkage networks. To that end I would suggest that routes have an optional maintenance cost (not just purchase cost), which escalates for later route types. That would force you to think about where you really needed that maglev route!
 
Here is minidump from a random CTD without warning.

Its crashing in tryign to raze a city someone just captured. I don't see any obvious problem with the code however (but it clearly IS a DLL problem). Did it reproduce from the previous turns save game or just not happen when you retried? If it reproduces can I have the save game please.
 
What about having Highways and above having a decay rate?
Move a worker along the road to repair it before it downgrades due to lack of maintenance or see it become a Paved Road.
I suppose that'd not work with Rail Roads though. Those could be, someone said it before, done with train stations instead. Units in a city with a train station can take the train to any city on same continent that also has a train station, or x amount of plots away so Maglevs have the unlimited on same continent move.
After all, anyway, it's not the units movement along a railroad but the trains movement. Could be possible to have a set number of plots first which would be upgradable by more modern stations/trains and in that way phase over to Maglevs.
Just an idea.

Another one is that if a plot has good roads, like highways and railroads, it also loses 1 food, meaning you'd really want to place your routes well, maybe even go around some plots.

Cheers
 
@Koshling re my maps with holes in the fog of war. I use the promotions that give ships extra line of sight a great deal. I am wondering if that could be the cause.
 
@Koshling re my maps with holes in the fog of war. I use the promotions that give ships extra line of sight a great deal. I am wondering if that could be the cause.

Perhaps. Need a save game of a turn it happens in really.
 
However, from highway on up I'd like to see a disincentive to simply spamming them everywhere, and encourage the building of more realistic hub-and-spoke and direct inter-city linkage networks. To that end I would suggest that routes have an optional maintenance cost (not just purchase cost), which escalates for later route types. That would force you to think about where you really needed that maglev route!

Now that sounds interesting, but to what extent would be XML/Python or just dll stuff?
 
CTD minidump provided with (maybe the correct savedgame, i used the one after this one, but it was repeatable.:crazyeye: So i just included the one before??

But the minidump is from the CTD at least, sorry.

Renaissance Era, going to another tech. SVN # 1739
 
CTD minidump provided with (maybe the correct savedgame, i used the one after this one, but it was repeatable.:crazyeye: So i just included the one before??

But the minidump is from the CTD at least, sorry.

Renaissance Era, going to another tech. SVN # 1739
It is a graphics crash.
 
I was fooling around in the WorldBuilder, and looking for something else, found, on a Huge PW3 map, absolutely no Ancient Ruins or Cave features on the map. None at all. I hope this is not intended, and if it isn't, could this please be fixed?

I also think that it should be required in general for any map bigger than standard to have at least one of each feature/resource. Does that seem doable?
 
so I got the mod and I started playing as england it and the game started crashing, the crashes started getting increadibly frequent so much that I cant go through 2 turns without a crash(im serious) it seems that everything sets the crashes off research,buildings(esspecially wonders), diplomacy, giving units orders, everything!
So I tought that maybe my save was corrupted or something so I tried starting a new game but for some reason the game crashes before it can start a new game(i get the loading screen then it crashes) I dont know what to do, I tried re-installing the game and re downloading the mod and it didnt help.(it might be worth mentioning that I have the Steam version not the retail) did anyone else experience this problem and is there a way to fix it?
 
so I got the mod and I started playing as England it and the game started crashing, the crashes started getting incredibly frequent so much that I cant go through 2 turns without a crash(im serious) it seems that everything sets the crashes off research,buildings(especially wonders), diplomacy, giving units orders, everything!
So I thought that maybe my save was corrupted or something so I tried starting a new game but for some reason the game crashes before it can start a new game(i get the loading screen then it crashes) I dont know what to do, I tried re-installing the game and re downloading the mod and it didnt help.(it might be worth mentioning that I have the Steam version not the retail) did anyone else experience this problem and is there a way to fix it?

Try downloading the new patch in the Patch Thread by Koshling, that should benefit you alot better, and btw Welcome to CFC and thx for trying C2C:goodjob:
 
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