v22 bugs and crashes

I think the Hunting is fine where it is. I think that the Hunter should either be moved or weakened stats.

It used to be that you could not get hunting until after tribalism you can now beeline to it so that it is your 14th tech! Before it came after tribalism. You don't even need to get any of the simple stone tool techs to get it.
 
It used to be that you could not get hunting until after tribalism you can now beeline to it so that it is your 14th tech! Before it came after tribalism. You don't even need to get any of the simple stone tool techs to get it.

Moving it back helped make a lot of room such as poison crafting getting moved back (which requires hunting). I also like the fact that you can get Canine Domestication earlier.
 
It used to be that you could not get hunting until after tribalism you can now beeline to it so that it is your 14th tech! Before it came after tribalism. You don't even need to get any of the simple stone tool techs to get it.

Moving it back helped make a lot of room such as poison crafting getting moved back (which requires hunting). I also like the fact that you can get Canine Domestication earlier.

With the NEW tech tree "we" are going to have to either move alot of units around, or lower their str's, but in the Hunter line you cant downgrade the str line, so it has to be moved to a later tech, which one , i haven't looked at it yet, also maybe just renaming it after the move also might help as not to get too confused on it. This is my personal opinion.:mischief:

DH: Did you get that pink thing corrected yet??
 
With the NEW tech tree "we" are going to have to either move alot of units around, or lower their str's, but in the Hunter line you cant downgrade the str line, so it has to be moved to a later tech, which one , i haven't looked at it yet, also maybe just renaming it after the move also might help as not to get too confused on it. This is my personal opinion.:mischief:

Canine Domestication. After all how can your Trackers and Hunters run around with pets when we can't yet domesticate them? *wink*
Also move Tracker to Hunting. It's enough with Scouts at Tracking, let the more powerful animal hunters come slightly later.
Cree Tracker should perhaps be moved a tech or two further along as well so it comes after Hunters. I know, it's a CultureU and NationalU but it still has 33% more base str which in my opinion makes it still very good even if it comes halfway through Prehistoric, even if in the later parts. Even with Rangers the Cree Tracker is worth having, due to 15 vs 5 of them, or 20 really superb animal hunters.

Cheers
 
I am getting a Python error when I finish Wembley Stadium. See the attached screenshot and saved game. I think the issue is using iNewGold at line 141 of PlatyPingWonders.py when a non-integer number is being used.
 
Set it at 2 and try again to see if that was it.

Cheers

That does fix the problem on my end. I don't know what the Python syntax is for floating point. I would guess fGold, but I can't say for sure.

I also wish there was a way that Wembley would show up in your financial situation. I'm making tens of thousands of gold per turn with it, but it's hard to tell without looking at my turn-by-turn totals.
 
Just delete it, its obviously more trouble than its worth and as if we need more gold at that stage in the game anyway. Generally you can run 95% science and still make a profit, more gold is the last thing modern era needs.
 
Getting a CTD often (but not all the time) on the first turn after I solved my other issue. No messages associated with it. Spcifically the crash occurs when I right click on my starting wanderer to move it.
 
Getting a CTD often (but not all the time) on the first turn after I solved my other issue. No messages associated with it. Spcifically the crash occurs when I right click on my starting wanderer to move it.

Post the minidump.dmp file that gets created in the same directory as the bts exe.
 
Is it my imagination or is it something new in svn or whats going on, how come alot of my cities now are shrinking even tho they have surplus food?
Spoiler :
S9y0k.jpg
 
Is it my imagination or is it something new in svn or whats going on, how come alot of my cities now are shrinking even tho they have surplus food?
Spoiler :
S9y0k.jpg

Personally I have not madcap SVN changes for about a week, so I'm not aware of anything.
 
anyone else have this ^ ?? Is it just this save or what im confused, normally wasted food is told isn't it? Also why does it say surplus +10 food but its actually -15 food, makes no sense..
 
Bad pathing. In path_bad is shown the suggested and actual path taken. Which takes 4 turns. However if the unit stays on the better road it can get there in three turns.
 
i have some annoying crashes during the kate game: mostly can't allocate memory and faild memory allocation.... please help !!! :(
 
Bad pathing. In path_bad is shown the suggested and actual path taken. Which takes 4 turns. However if the unit stays on the better road it can get there in three turns.

Nice catch. Turns out to be a kind of rounding error in determining the minimum heuristic cost from point A to point B, where it was neglecting to take account of the fact that units that had partial movement points left over after a move got to move again. Basically the net effect is that your archer treats mud paths like roads most of the time (because even though they only reduce movement costs by 1/6th, that means for each move he makes he has leftover points so effectively moves at double speed). The can't-possibly-be-better heuristic test wasn't taking account of this (it erroniously assumed he couldn't move faster than 1/6th extra speed over base movement, even if all plots were routed), so it rejected some indirect routes too quickly.

I'll be pushing a lot of changes to SVN later today, and a fix for this will be part of that.
 
i have some annoying crashes during the kate game: mostly can't allocate memory and faild memory allocation.... please help !!! :(

If you're getting memory allocation failures then you're out of memory. The only solutions are:


1) If you already have 3G+ RAM in your computer and are running on a 32-bit OS make sure you have the OS' /3G switch active (there are lots of posts about that - do a search here for /3G or something)

2) If you have less than 4G RAM get more!

3) Run smaller maps

4) You can yield a SMALL reduction in memory usage by switching to lower graphics settings, and/or by setting the building display filter to a lower number (SHOW_BUILDINGS_LEVEL in assets/A_New_Dawn_GlobalDefines.xml)
 
If you're getting memory allocation failures then you're out of memory. The only solutions are:


1) If you already have 3G+ RAM in your computer and are running on a 32-bit OS make sure you have the OS' /3G switch active (there are lots of posts about that - do a search here for /3G or something)

2) If you have less than 4G RAM get more!

3) Run smaller maps

4) You can yield a SMALL reduction in memory usage by switching to lower graphics settings, and/or by setting the building display filter to a lower number (SHOW_BUILDINGS_LEVEL in assets/A_New_Dawn_GlobalDefines.xml)

I have same problems later in game (reneissance and further) ... every 4 turns or so Memory allocation error.

I have 8 GB RAM, Vista Ultimate 64bit, and 6870 Radeon with 1Gb RAM. I have set video settings to low at that point but it doesnt help.

Memory usage in Task Manager shows Civ using 2.7 Gig before it crashes, and i have like 30% memory free.

Can it be some caching/paging issues? Or maybe any other tips?
 
Back
Top Bottom