v21 bugs and crashes

Thanks BlueGenie, that works for me! :goodjob:
I set Max Units Per Tile to 0, and it works
However, do you think is possible safely use this feature? I like it, I hate massive stacks of units walking through the map and attacking every city, there is no defence!! :(
 
I don't see anything missing in the SVN, although I could be missing something obvious.:rolleyes:

Revolutions checks things every gameSpeedMod turns where gameSpeedMod is based on the formula
Code:
game = CyGame()
gc = CyGlobalContext()

gameSpeedMod = None

def getGameSpeedMod( ) :
		# Ratio of game turns to those of Epic, limited adjustment for extremely short/long differences
		global gameSpeedMod
		if( gameSpeedMod == None ) :
			gamespeed = game.getGameSpeedType()
			gameSpeedMod = gc.getGameSpeedInfo(gamespeed).getGrowthPercent()
			gameSpeedMod += gc.getGameSpeedInfo(gamespeed).getTrainPercent()
			gameSpeedMod += gc.getGameSpeedInfo(gamespeed).getConstructPercent()
			gameSpeedMod = 300.0 / gameSpeedMod
		return gameSpeedMod

For the error to occur the return value must be zero somehow.
 
Thanks BlueGenie, that works for me! :goodjob:
I set Max Units Per Tile to 0, and it works
However, do you think is possible safely use this feature? I like it, I hate massive stacks of units walking through the map and attacking every city, there is no defence!! :(

Unfortunately it doesn't seem that way in the foreseeable future though I am hoping it will be. I also dislike massive stacks of doom and though the unit limiting was a perfect way to solve it. The AI can't handle it though, at least not yet, so we're having to live with the stacks for now.

Cheers
 
The mouseover for for Figs implies you get it with a gathering camp, it shows +1 health and happiness for gathering camp improvement and doesn't mention needing any other techs, but I don't get the bonuses with a gathering camp.

It also mentions the tech Orchards. You can get the food bonus from very early on but the fig itself does not become available until the tech orchards like apples and lemons.
 
It also mentions the tech Orchards. You can get the food bonus from very early on but the fig itself does not become available until the tech orchards like apples and lemons.

It does not mention orchards, though. Lemons and apples do, but figs do not. I think they may do so after you research sedentary lifestyle, but not when you only have gathering.
 
So sometimes the buildings bonus and Actausl::: thorw me for a loop. Can anyone explain this pic? Bug or jsut something that isn't being written as a cost to run resovior. Why does it take away 5 hammers in acutual when it doesnt have a reason too?
 

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The Tomb of Cyrus says that it saves Great Generals from death, that they require 8 turns to recover. I lost a GG and it has been 15 turns so far and my general has not shown up yet.

Pathing for recon units has some problems. Unit will move down a narrow land bridge, there is an animal unit blocking that bridge, so he turns around and goes back. Next turn he again moves down that bridge and sees the animal still there so turns around again. It was 20 turns before I noticed that he was just going back and forth between 2 spaces, I had to manually move him around that blocked area.
 
So sometimes the buildings bonus and Actausl::: thorw me for a loop. Can anyone explain this pic? Bug or jsut something that isn't being written as a cost to run resovior. Why does it take away 5 hammers in acutual when it doesnt have a reason too?

At a guess something it replaces gave you 5 hammers.
 
For the error to occur the return value must be zero somehow.
I admit i'm fiddling around with game speed settings.
Here are mine which i used when the error occured:
Code:
<Type>GAMESPEED_ETERNITY</Type>
			<Description>TXT_KEY_GAMESPEED_ETERNITY</Description>
			<Help>TXT_KEY_GAMESPEED_ETERNITY_HELP</Help>
			<iGrowthPercent>2000</iGrowthPercent>
			<iTrainPercent>500</iTrainPercent>
			<iConstructPercent>600</iConstructPercent>
			<iCreatePercent>1200</iCreatePercent>
			<iResearchPercent>2250</iResearchPercent>
			<iBuildPercent>600</iBuildPercent>
			<iImprovementPercent>900</iImprovementPercent>
			<iGreatPeoplePercent>900</iGreatPeoplePercent>
			<iCulturePercent>2250</iCulturePercent>
			<iAnarchyPercent>750</iAnarchyPercent>
			<iBarbPercent>1200</iBarbPercent>
			<iFeatureProductionPercent>900</iFeatureProductionPercent>
			<iUnitDiscoverPercent>900</iUnitDiscoverPercent>
			<iUnitHurryPercent>900</iUnitHurryPercent>
			<iUnitTradePercent>800</iUnitTradePercent>
			<iUnitGreatWorkPercent>1250</iUnitGreatWorkPercent>
			<iGoldenAgePercent>750</iGoldenAgePercent>
			<iHurryPercent>11</iHurryPercent>
			<iHurryConscriptAngerPercent>900</iHurryConscriptAngerPercent>
			<iInflationPercent>4</iInflationPercent>
			<iInflationOffset>-780</iInflationOffset>
			<iVictoryDelayPercent>1500</iVictoryDelayPercent>
As you see, all relevant infos have values other than zero.
 
Hi guys, I'm having "some" problems to win this game

note that this is still a v21 games, I havent updated it because I wanna see the new features in a new game...

I've set as always mastery victory on, but I did not win; after that I destroyed all the civilizations (except some barbarain cities) but still no victory :mad:

Here's the savegame, I hope I have zipped and uploaded it in the right way
 

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Hi guys, I'm having "some" problems to win this game

note that this is still a v21 games, I havent updated it because I wanna see the new features in a new game...

I've set as always mastery victory on, but I did not win; after that I destroyed all the civilizations (except some barbarain cities) but still no victory :mad:

Here's the savegame, I hope I have zipped and uploaded it in the right way

Don't you also have to launch the space ship and build the last science wonder to get a victory under mastery?
 
Don't you also have to launch the space ship and build the last science wonder to get a victory under mastery?

Mastery Victory doesn't happen until the turn timer runs out. If you want to see the ending before that, go into the BUG Options and turn the "Mercy Rule" on. Removing every other civ will just ensure that you win a Mastery eventually. Launching the spaceship and building all the wonders increases your final point total for deciding who wins the victory if there's more than one civ standing at the end.
 
In BUG you can do that yourself. Clock, add Total Turns and/or Completed Percentage to the display and you'll get the total turns and/or completed percentage in your display.

Cheers
 
I'm still on v21 and encountered a reproducable bug
Every time I start the game and load a save where I have updgraded one or more units in this turn this units get active again.
Sorry if this is already fixed.
 
I'm still on v21 and encountered a reproducable bug
Every time I start the game and load a save where I have updgraded one or more units in this turn this units get active again.
Sorry if this is already fixed.

I don't get it.
If I do understand what you are saying it's supposed to work that way.
If you upgrade a unit it loses all of it's remaining movement points and gets a skip turn command. Thus it SHOULD pop up (become active) again on the next turn for you to give your newly upgraded better version unit new orders. When you save has no bearing on this, only that the turn after you upgraded a unit it becomes active again.

Cheers
 
Just to say it more clear I upgraded Units in Turn X and save the game when I finished with all Movement because I whant to close CIV. The next day I start the game and load the save so its still at Turn X but suddenly all the Units I upgraded come up again and ask for orders.
 
Just to say it more clear I upgraded Units in Turn X and save the game when I finished with all Movement because I whant to close CIV. The next day I start the game and load the save so its still at Turn X but suddenly all the Units I upgraded come up again and ask for orders.

I bet your playing with Rev On, correct.
 
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