SteelSterling
Prince
I've apparently lost resources again. One turn I was able to build maglevs with my workers and on the next turn nothing. I suddenly can't build railroads, tunnels or maglevs.
Just to make sure: There is not a blockade by barbarians or anything that splits your trade network?I've apparently lost resources again. One turn I was able to build maglevs with my workers and on the next turn nothing. I suddenly can't build railroads, tunnels or maglevs.
Getting a lot of random crashes is nearly always caused by the building graphics issue. There is a workaround on the SVN version where you can switch off a part of the normal building graphics which usually fixes the issue.Well, anyway, I'm getting too many random (i.e., non-repeatable) crashes at this point in my game (I'm in the mid-300s on Normal speed), so probably abandon this one and start a new game. Now I at least know that even a unit with the Medic I promotion isn't enough to protect your units against a well-defended city, will need units with at least Medic II, preferably Medic III. Live and learn.
I've apparently lost resources again. One turn I was able to build maglevs with my workers and on the next turn nothing. I suddenly can't build railroads, tunnels or maglevs.
Sounds like an incomplete removal of a Python wonder.Just got these two errors:
1. Txt not given (pic 1)
2. Python Error with LAST SVN (pic 2)
Traceback (most recent call last):
File "BugConfig", line 110, in unknown_endtag
File "BugConfig", line 334, in endChild
File "BugConfig", line 337, in end
File "BugConfig", line 318, in process
File "BugConfig", line 565, in handle
File "BugUtil", line 643, in getFunction
File "BugUtil", line 632, in lookupFunction
ConfigError: Module 'PlatyPingWonders' must define function or class 'onNukeExplosion'
Just got these two errors:
1. Txt not given (pic 1)
2. Python Error with LAST SVN (pic 2)
Traceback (most recent call last):
File "BugConfig", line 110, in unknown_endtag
File "BugConfig", line 334, in endChild
File "BugConfig", line 337, in end
File "BugConfig", line 318, in process
File "BugConfig", line 565, in handle
File "BugUtil", line 643, in getFunction
File "BugUtil", line 632, in lookupFunction
ConfigError: Module 'PlatyPingWonders' must define function or class 'onNukeExplosion'
we dont have graphics here so no CyGInterfaceScreen is defined..to avoid error it need to be defined in case if started as pitboss ? i think soTraceback (most recent call last):
File "BugConfig", line 110, in unknown_endtag
File "BugConfig", line 334, in endChild
File "BugConfig", line 337, in end
File "BugConfig", line 318, in process
File "BugConfig", line 547, in handle
File "BugUtil", line 652, in callFunction
File "ScreenResolutionSize", line 44, in __init__
File "ScreenResolutionSize", line 29, in setValues
NameError: global name 'CyGInterfaceScreen' is not defined
again becouse of no graphic?Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "ScreenResolutionSize", line 58, in onLoadGame
File "ScreenResolutionSize", line 29, in setValues
NameError: global name 'CyGInterfaceScreen' is not defined
Maybe C2C has become sentient and wants to tell you that skiing is too dangerous so you better have a graveyard handy@AIAndy
So the Ski Patrol unit requires the Ski Resort building. Yet in the game it shows up requiring the Graveyard building. Why is it doing this?
Maybe C2C has become sentient
We can only hope.
On a serious note also will show the Ancient Embalmer and Modern Embalmer. Which require the graveyard.
I am wondering if it has to do with the old AND setting where Graveyard was part of the "Early Building" and could be disabled. Also the Ski Resort is dependent upon of the "Useable Mountains" setting.
Do you think either of those things are causing the error?
If it is dependent on a a Custom Game setting then it should not appear at all if that option is selected. I don't see anything to do with Advanced Economics for example, although they may appear in the pedia.
you cant build ironsmith, goldsmith and etc if you upgrade your forge to foundry (?).
should it be working like that?
barbarians raze cities too often. i think they should never raze except you pick "barbarians always raze" option.
SVN Revision 1668
In the attached savegame, if I switch from Slavery to Coinage I can still sacrifice population.
View attachment 313222
Sorry it's taken me so long to get around to this one. Anyway - turns out its another bug in the class of 'modifier not zeroed out correctly on recaculation of modifiers' bugs.<snip>
The barbarian city size issue is something we still need to investigate further.Yeah, i do agree here, thats why i changed my settings to cant raze at all, plus the barbarians cities hardly NEVER build over pop 1is also a good reason for the not raze option.