v21 bugs and crashes

I'm getting mini dumps with 0 bytes in them.. but it is probably related to my other issue i posted in another thread.
 
But MA requires 25 pop, while CA 30 pop... So your capital is disadvantaged while at 25 to 29 pop! That's especially problematic if the option to not require MA or CA to have a workable radius of 3 is turned off...

Yeh, I agree. See my other post on another thread about inability to build MAs in captured ex-capitals also.

I need the older modders to offer an opinion on what the design intent of CA vs MA is, and once I know that I can fix problems that require siolutions in the code.
 
This mod is still great. I would be happy if i can add something to the game, just dont know where to start. Any of you working on the great persons bar? thats looks buggy when you put more GPs in the city, but i think you already knows about it ;)

Few things i found:

  • Ally makes stupid offers every turn, like shoes as gift..... also how can i brake the alliance?
  • AI is not smart in trading at all, they selling things, like corporations for a few gold. Not all the time, but it should not to happen at anytime.
  • Snipers, which are limited to 5 if im correct, can be upgraded inside the alliance border, and if they are more advanced, you can make your old snipers and upgrade them to modern snipers again. On this way you can create many as you want, maybe with other units?
  • Young forest should looks like a forest, but its looks like an empty farm
  • Submarines are do not defending the fishing boats if they are on a same tile, and i set them to sentry. Not a big thing, ships does. But they are not leaving my borders when i send them to explore.
  • If i send units to auto border patrol, they are hunt down themselves slowly. Why they are not healing after a battle, like in auto explore?
  • There is a small graphics bug when i plant something like savannah, but after i create improvement with a worker, looks fine.
  • In the modern era, i created a spy, and sended to steal some money from the strongest player treasury, and he stole all of the money of that player, which put down that civ to the 3rd-4th place within a few turns. They have been attacked on other way as well, but they were really strong before.. so is this a bug? AI also should use their spies more often.
  • Where can i see what national and world wonder i have already built in the city and how many left? I think thats also a lot of work, but maybe on the city screen, tabs can be use on a left side for make the buildings separate, like on resources side? This would make the buildings more clearly visible.
    Also finishing wonders with money is? they should work on the same way as projects. Maybe money can spend on national but cannot spend on world wonders to finish them? Can i see somewhere in the game whos started to build a world wonder before i do? so i dont waste pp if the ai finish it before me.
  • Please make an option to settle new city on any tile excluding water of course.
  • The AI build their cities for 3 tiles or for 2? So from the beginning, the AI keep enough distance between the cities? AI knows about the 3 tile option? If i turn the 3 tile option on or off, the AI "thinking" between the two option?
  • Cannot see difference between the railroad and electric railroad on the map, so if i wanna upgrade my trade network, but only the most important routes for the units, its just a work to find the old railways..
  • From the Industrial era, gallows and others are not looking so good in cities. They are not visible on the cityscreen but they still works, and needs to demolish them manually. I know i can upgrade them to lethal injection, but in my world, peoples, except soldiers, just not die:p I have built enough jail and asylum for them if they are going crazy:lol:
  • How can be any city full of happiness because of wonder or anything? :confused: Reality is between good and bad, always. The buildings, wonders and everything which affect the city or the game, should be more balanced, just to make it more real.
    In the modern era where iam at the moment the game is too easy...

Next time when i start a new game, i will turn off the realistic corporation and realistic culture spread options, even if the second one are better at the beggining. Later many of the tiles which should be mine, due to the distance between the tile and our cities, still belongs to someone else. After many turns i think that tiles will be under my control, only if i take the other nations cities.
I hope you'll find something useful in this post to make the mod even better.
Its already took me out from everything else, what i do without C2C:lol:
 
This mod is still great. I would be happy if i can add something to the game, just dont know where to start. Any of you working on the great persons bar? thats looks buggy when you put more GPs in the city, but i think you already knows about it ;)

Few things i found:

  • Ally makes stupid offers every turn, like shoes as gift..... also how can i brake the alliance?
  • AI is not smart in trading at all, they selling things, like corporations for a few gold. Not all the time, but it should not to happen at anytime.
  • Snipers, which are limited to 5 if im correct, can be upgraded inside the alliance border, and if they are more advanced, you can make your old snipers and upgrade them to modern snipers again. On this way you can create many as you want, maybe with other units?
  • Young forest should looks like a forest, but its looks like an empty farm
  • Submarines are do not defending the fishing boats if they are on a same tile, and i set them to sentry. Not a big thing, ships does. But they are not leaving my borders when i send them to explore.
  • If i send units to auto border patrol, they are hunt down themselves slowly. Why they are not healing after a battle, like in auto explore?
  • There is a small graphics bug when i plant something like savannah, but after i create improvement with a worker, looks fine.
  • In the modern era, i created a spy, and sended to steal some money from the strongest player treasury, and he stole all of the money of that player, which put down that civ to the 3rd-4th place within a few turns. They have been attacked on other way as well, but they were really strong before.. so is this a bug? AI also should use their spies more often.
  • Where can i see what national and world wonder i have already built in the city and how many left? I think thats also a lot of work, but maybe on the city screen, tabs can be use on a left side for make the buildings separate, like on resources side? This would make the buildings more clearly visible.
    Also finishing wonders with money is? they should work on the same way as projects. Maybe money can spend on national but cannot spend on world wonders to finish them?
  • Please make an option to settle new city on any tile excluding water of course, but keep the research requirement for peaks, thats good.
  • The AI build their cities for 3 tiles or for 2? So from the beginning, the AI keep enough distance between the cities? AI knows about the 3 tile option? If i turn the 3 tile option on or off, the AI "thinking" between the two option?
  • Cannot see difference between the railroad and electric railroad on the map, so if i wanna upgrade my trade network, but only the most important routes for the units, its just a work to find the old railways..
  • From the Industrial era, gallows and others are not looking so good in cities. They are not visible on the cityscreen but they still works, and needs to demolish them manually. I know i can upgrade them to lethal injection, but in my world, peoples, except soldiers, just not die:p I have built enough jail and asylum for them if they are going crazy:lol:
  • How can be any city full of happiness because of wonder or anything? :confused: Reality is between good and bad, always. The buildings, wonders and everything which affect the city or the game, should be more balanced, just to make it more real.
    In the modern era where iam at the moment the game is too easy...

Next time when i start a new game, i will turn off the realistic corporation and realistic culture spread options, even if the second one are better at the beggining. Later many of the tiles which should be mine, due to the distance between the tile and our cities, still belongs to someone else. After many turns i think that tiles will be under my control, only if i take the other nations cities.
I hope you'll find something useful in this post to make the mod even better.
Its already took me out from everything else, what i do without C2C:lol:

In general good observations. What is really needed in each case is a save game that illustrates the point (and can be used to test solutions). It's not that I CAN'T create positions to try to repoduce these things (some more easily than others), but it takes time, and when I typically have half a dozen things to look at per day (as well as doing my full-time job!, and as well as trying to work on AI enhancements generally) I just don't have time to be creating test cases from scratch, so the reality is that things accompanied by illustrative save games tend to get looked at, and other stuff sits at the bottom of the pile.
 
Any of you working on the great persons bar? thats looks buggy when you put more GPs in the city
If you keep adding great people (or just slaves) to a city, after a while the display will shrink so you have only one great people displayed per type present in the city and will list their number on mouseover.

Where can i see what national and world wonder i have already built in the city and how many left?
Up from the food calculation : NW and GW.

Also finishing wonders with money is? they should work on the same way as projects. Maybe money can spend on national but cannot spend on world wonders to finish them?
Rush-buying wonders is expensive but works just fine.
 
What on earth does this mean? I haven't even touched the CultureInfos file.
attachment.php
 
Here is a really weird bug that I found while designing a new Wonder. The Fire Hangar building is not working correctly with the <BuildingHappinessChanges> XML tag. If a building is using this combination, the building displays TXT_KEY_FIRE_HANGER instead of Fire Hangar like it should. It still works, but the display is off. I don't think anyone has yet tried to do anything that modifies Fire Hangars, so that's why it has not been spotted yet.

I created a test by modifying Cabaret Voltaire to grant +1 happy from Fire Hangars (see the attached zip file) and then I set up a saved game. If you replace the Cabaret Voltaire BuildingInfos.xml file, and then run the save game, you should see what I saw. Is this something that can be fixed?
 
If you keep adding great people (or just slaves) to a city, after a while the display will shrink so you have only one great people displayed per type present in the city and will list their number on mouseover.

I will try it, but we still talking about the great peoples? I mean i have build Hollywood wonder in my city, which gives 5 Celebrity, but 5 other great persons was already in the city, the icons just looks like how its... ill post savegame.

Up from the food calculation : NW and GW.

Thanks! If i know how to do, i would be already done with that modification for the completed bulidings and wonders on the right side of cityscreen, thats missing for me...

Rush-buying wonders is expensive but works just fine.

Its just for me, but that may add some more balance between the players, if no one can finish GWs with gold. AI do that anyway?

Also, that would be great to know, whos started to build that wonder or project, what i just wanna start, and when he gonna finish it??
 
What on earth does this mean? I haven't even touched the CultureInfos file.
attachment.php

It means you're probably going to crash ;)

Have you modified (or copied in an old copy) of any of the global defines files? Those define the maximum number of things like OR prereqs you can have, and if they define a number less than some other XML tries to use that warning results (together with some memory corruption).

So either:

1) Someone modified something to use more prererqs than are catered for; or

2) Someone redcud the max number in GllobalDefines.xml (which I increased about 2 weeks ago, so if you'd ver-copied with an old version that would do it)
 
@Koshling I can only expect how much work you have in this mod, but thats why is so good. Stupid question, but my current saved game is more then 2mb, how should i upload, as .zip?
 
It means you're probably going to crash ;)

Have you modified (or copied in an old copy) of any of the global defines files? Those define the maximum number of things like OR prereqs you can have, and if they define a number less than some other XML tries to use that warning results (together with some memory corruption).

So either:

1) Someone modified something to use more prererqs than are catered for; or

2) Someone redcud the max number in GllobalDefines.xml (which I increased about 2 weeks ago, so if you'd ver-copied with an old version that would do it)

No and No. I have only added a few units to test before committing them and changed the GamespeedInfos, which I don't think would cause this problem.
 
@Koshling I can only expect how much work you have in this mod, but thats why is so good. Stupid question, but my current saved game is more then 2mb, how should i upload, as .zip?

ZIPs or RARs both work fine. Be sure to include detailed notes with any upload as to wheer to look for any particular issue it's illustraing (city names, units, whatever)
 
Is this a bug:

Cannot build metropoliton administrations in cities that were once capitals (of other players who were destroyed in the distant past). It does show capital administration in the building list of such cities, but those require a palace (i.e. - your current capital only) so the effect is you canno build either, adn the cities can never grow to the third ring (unless you use the game option to not require a building).

I suspect this is just a bug (in whicvh case I'll sort it out), but I wanted to check fitrst that there wasn't something deliberate going on here...

Yes it is a bug.

Btw, why the description of Metropolitan Administration says that they cannot be built in the same city as Palace?
But MA requires 25 pop, while CA 30 pop... So your capital is disadvantaged while at 25 to 29 pop! That's especially problematic if the option to not require MA or CA to have a workable radius of 3 is turned off...

I missed that difference when I asked for the change. as far as I could see the MA and CA provide the same result so you did not need to have both.

If they don't then we need to change it back. If they are the same then the pop requirements should be also.

CA should not be a wonder if it can be built only where the palace is. That is an oversight, I forgot to ask Hydro to change that.
 
Yes it is a bug.




I missed that difference when I asked for the change. as far as I could see the MA and CA provide the same result so you did not need to have both.

If they don't then we need to change it back. If they are the same then the pop requirements should be also.

CA should not be a wonder if it can be built only where the palace is. That is an oversight, I forgot to ask Hydro to change that.

Ok, if someone can make the necessary XML changes (Hydro?) I'll fix the issue that is causing problems with captured ex-capitals.
 
What on earth does this mean? I haven't even touched the CultureInfos file.
attachment.php

Looking at the online repository, I can confirm that there have been no changes to the Globaldefines since Koshling changed them 12 days ago. The CultureLevelInfos have not been changed since rev. 1380, so I'm stumped as to what is happening:confused:.
 
Looking at the online repository, I can confirm that there have been no changes to the Globaldefines since Koshling changed them 12 days ago. The CultureLevelInfos have not been changed since rev. 1380, so I'm stumped as to what is happening:confused:.

Where are you getting that error from, i have three different games going and i dont see this error what so ever??
 
It's on load, and the only assets I have that aren't in the SVN rev. 2001 are some modular units.
There is only one part in CultureLevelInfo that uses the function that reports the problem here and that are the SpeedThresholds for which there need to be at max as many as there are game speeds.
So likely you somehow reduced the number of GameSpeed infos.
 
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