v23 Bugs and Crashes

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ok will do, I usually have Alt-Tab disabled in the .ini does this have much of an impact if I switch it on? Ie. to check resource manager etc.

<!-- Use the following to determine what building art
is displayed on cities. It is a bitmask of flags which may be
added together:
1 = Wonders
2 = city defences
128 = other
We default to Wonders and city defenses (1+2 = 3) -->
<DefineName>SHOW_BUILDINGS_LEVEL</DefineName>
<iDefineIntVal>0</iDefineIntVal>
This is what it was set to? What is show nothing? And should this value be 3? im confused

Alt-tab enablement shouldn't have a large effect.

SHOW_BUILDINGS_LEVEL=0 turns off all building graphics (you should see all your cities look the same and very generic on the map). 3 is the default (Wonders + defenses). That measn you were already in minimal memory mode in that respect.
 
meh crashed again few turns in, think i might just have to play a smaller map ;( and I want to try out new GEM map but now im too scared.. I wanna get past modern era for once, makes me sad. Think ill just try a large map with only 6 civs or something.
 
meh crashed again few turns in, think i might just have to play a smaller map ;( and I want to try out new GEM map but now im too scared.. I wanna get past modern era for once, makes me sad. Think ill just try a large map with only 6 civs or something.

Can YOU do me a favor from now on PLEASE. Do not just say your games CTD, PLEASE provide us with a savedgame, the minidump and a little info on what and were it happened from now on, even a screenshot would help, otherwise your post is just another post, not doing much, no offense. You have tended to do this ALOT:sad:
 
One thing that bugs me is that automatic workers go last. this means that they enter the area of conflict after you have moved all your other units leaving them open for attack.
 
Can YOU do me a favor from now on PLEASE. Do not just say your games CTD, PLEASE provide us with a savedgame, the minidump and a little info on what and were it happened from now on, even a screenshot would help, otherwise your post is just another post, not doing much, no offense. You have tended to do this ALOT:sad:

I just wanted to let koshling and AIandy know, they already have my save and minidump dude so whats the point of giving them more stuff to go through when its not a problem they can fix. They went to the trouble of trying to fix it and to suggest some things so I wanted to share how it went.

edit. k here's the mini dump
 

Attachments

I just wanted to let koshling and AIandy know, they already have my save and minidump dude so whats the point of giving them more stuff to go through when its not a problem they can fix. They went to the trouble of trying to fix it and to suggest some things so I wanted to share how it went.

OK, well it just does reference anything is all, no biggy.:)
 
I just wanted to let koshling and AIandy know, they already have my save and minidump dude so whats the point of giving them more stuff to go through when its not a problem they can fix. They went to the trouble of trying to fix it and to suggest some things so I wanted to share how it went.
Well, especially in this case where it is not 100% clear what the reason is it is better to post every minidump so we can see if it crashes at the same place.
 
One thing that bugs me is that automatic workers go last. this means that they enter the area of conflict after you have moved all your other units leaving them open for attack.

It's a deliberate choice that automated go last actually. I can see that it can lead to this annoyance for workers as you post, but the other way is annoying too - consider an automated hunter that reveals something that makes you want it to take a specific action (like attack an enemy unit rather than an animal say) - if it moves first you have no control, by having it move last you can un-automate the unit before it spends its movement points. In fact the other way would be worse for workers too in cases VERY similar to the one you mention, because they might move into the path of enemy units in a place where you cannot reach them to defend them with your other units, and they would do that BEFORE you had any chance to stop them. This way at least you have the chance to unautomate any unit near the action before it moves.
 
This save does included the extra civics in the modmod area, if that helps or not??

EDIT:


I just did an artdefine check and it will take me alittle while:sad: to go trhough all of these. (see attachment of errors.
 
This save does included the extra civics in the modmod area, if that helps or not??

EDIT:


I just did an artdefine check and it will take me alittle while:sad: to go trhough all of these. (see attachment of errors.

Don't forget that some of the art is in FPK in valilla, Warlords and BtS assets/art folders. IIRC the check program does not check there for art. having said that it would be good to get rid of all the errors if we can.

By the way, I may have removed all ice from the poles by accident on map scripts. I can fix it. ;)
 
I had earlier been using v23, and today decided to download and start using the SVN version. I play at Marathon/Immortal, and with rev 2813, I've noticed that, in comparison to v23, tech costs have approximately tripled or so, while building costs have remained exactly the same. Is this WAD, or have I messed up my SVN install, etc.? Thanks!
 
I had earlier been using v23, and today decided to download and start using the SVN version. I play at Marathon/Immortal, and with rev 2813, I've noticed that, in comparison to v23, tech costs have approximately tripled or so, while building costs have remained exactly the same. Is this WAD, or have I messed up my SVN install, etc.? Thanks!

If you're playing marathon, it is intended. Marathon was totally unbalanced and broken as I had not updated it to the same standards I had used for Epic, Snail, and Eternity. Now, Marathon is just as balanced as any of those other three gamespeeds, but it is always an effort to get things better on the balance side of things.
 
I had earlier been using v23, and today decided to download and start using the SVN version. I play at Marathon/Immortal, and with rev 2813, I've noticed that, in comparison to v23, tech costs have approximately tripled or so, while building costs have remained exactly the same. Is this WAD, or have I messed up my SVN install, etc.? Thanks!

Personally I don't like the ratio b/w tech and iconstruct, building are too quick imo- you can change it in the gamespeed.xml
 
If you're playing marathon, it is intended. Marathon was totally unbalanced and broken as I had not updated it to the same standards I had used for Epic, Snail, and Eternity. Now, Marathon is just as balanced as any of those other three gamespeeds, but it is always an effort to get things better on the balance side of things.

Thanks for the clarification. My gut response is that the building costs are a bit too low, but that may be because I came from v23, so I'll play some more to get a better sense of how things work.
 
Hello all,

First: Great WORK!

Well, i has detected a little annoying stuff - The years are passing too fast. In eternity, at turn 400 my game is in year 100 A.D.

Its a early svn update what causes this bug.
 
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