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v27 and above - Single Player Bug/Crashes report thread

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As DH said, how big is the save? If saves DO have a hardcoded limit then we are pretty much borked as far as ever getting Multi-Maps. My test Immense saves weren't too big at the start (about 1.5 MB).

There may be something in the DLL that is causing issues (let's hope) that we can change though.

If we are lucky it is "just" the way the save is read in. Most programs today assume you can read the whole file into memory this does not work when the memory available to the program is smaller than the size of the file read in. Since 32-bit programs can only access about 3Gb of memory that will be the limit on save size in such a circumstance. However, what with me being old and remembering when 4Kb was a huge amount of memory, there are ways to get round the problem. They "just" require programmers to do a whole lot more on the interface between the game and the save.
 
As DH said, how big is the save? If saves DO have a hardcoded limit then we are pretty much borked as far as ever getting Multi-Maps. My test Immense saves weren't too big at the start (about 1.5 MB).

There may be something in the DLL that is causing issues (let's hope) that we can change though.

.... well it gets soon to 2.6 MB (I had ~6 MB in the past from smaller maps working well) , that is why I was able to reload saves earlier inthe game probably. I am trying to go back with posts and to read them.I am such a not-frequent flier here in the forum some of those infos I need I have problem to retrieve/find (or to lazy to look for) , but i am grateful for all your answers and seriously adore hard work you put into the mod .
Thank You guys!
 
.... well it gets soon to 2.6 MB (I had ~6 MB in the past from smaller maps working well) , that is why I was able to reload saves earlier inthe game probably. I am trying to go back with posts and to read them but because I am such a not-frequent flier here in the forum some of those infos I have problem to retrieve/find (or to lazy to look for) , but i am grateful for all your answers and seriously adore hard work you put into the mod .
Thank You guys!

Then it can't be a save size issue, I've seen saves over 10 MBs no problem.
 
Just a save from the immense...
.... and one more thing : just started a new game on a bit smaller size and my automations do not work well.... seems like autohunt/destroy when pressing do not move units, autoexplore stops when barbs are around or animals, and after using all moves there is no unit circulation...... did I press something again?? pressing Space do not skip unit as it used to.... Go-To also stops for unit/stacks even thou no enemy at sight


EDIT: I moved rev down few numbers before latest change to UNITsINFO file or something similar and my automations work perfectly now !
 

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It sounds like the GEM map is assuming we have the old civics... must be the leaders have established civics in the scenario definition somehow? I'm not currently getting any errors in running the standard game setup where the xml expects to find a missing civic anywhere.

I checked for GEM in SVN...
https://caveman2cosmos.svn.sourceforge.net/svnroot/caveman2cosmos/trunk/PrivateMaps/
THIS should be the reason, I guess (I opened my own version and saw the difference):
CivicOption=CIVICOPTION_MILITARY, Civic=CIVIC_BANDITS (my)
must be CIVIC_BANDITRY (updated)
THANKS!!!
I'll just download the newest version - should work now.
I'll tell soon.

EDIT.
Ehem, when I started Play Scenario, it got me defeated at the start.
I'll try Custom now, but it's somewhat funny.
Meaning, I'll need to look through Victory conditions now, somewhere.
See ya.

EDIT 2.
Same on Custom.
WEIRD.
Must be due to starting conditions then - NO IDEA!!!
HELP, please!

I think I'll have to spend a lot of time on comparing the older version I still have and the new SVN one, which causes these auto-defeats.
STUPID... :(
(I already see that the older one lacks some civics and has some turned differently, but I don't get the problem...)

EDIT.
WHAT THE HECK IS GOING ON???
Now even the OLD map gives me Defeated - without any changes..!!!

If it's memory problems - this SUUUCKS!!!
 
@civfan613,

Until the Civics, which are in a state of change, are finished And the Leader Traits are settled too, using GEM will most likely be unstable with each new SVN revision.

Play another Regular BtS/RoM map and leave the heavily scripted maps be till the dust settles in these 2 categories.

JosEPh
 
@civfan613,

Until the Civics, which are in a state of change, are finished And the Leader Traits are settled too, using GEM will most likely be unstable with each new SVN revision.

Play another Regular BtS/RoM map and leave the heavily scripted maps be till the dust settles in these 2 categories.

JosEPh

I could not agree more, thx JosEPh_II;)
 
Thanks, though it's upsetting.
Anyways, my whole idea was to (ehem) cheat-win GEM by making me progress immensely - I CAN cheat my city production/food/science values. :D
This isn't as fun with a random map...
Sorry, just ranting.
(I hate playing week-long games, which is the only reason I wanted to cheat anyways - I like the game as it is, just hate playing for hours AND increasing turn waits...)
 
hello,

a few things :
- the cost of sea plane is 10x bigger then other aircrafts
- I think military defensive buildings (like walls, towers, turrets, ...) shouldnt have crime reducing ability. They were used defending city not catching criminals.
 
- I think military defensive buildings (like walls, towers, turrets, ...) shouldnt have crime reducing ability. They were used defending city not catching criminals.

Walls do because they limit where criminals can get into and out of the city making the crime catchers job easier. ;) Other military defense buildings probably shouldn't reduce crime.
 
I was under the impression that such buildings, like Watch Towers, were used for both purposes; spotting incoming enemies and keeping an eye on the city itself.
I might be under the wrong impression though.

Cheers
 
hello,

a few things :
- the cost of sea plane is 10x bigger then other aircrafts

This should go in the ls612 Units thread.

- I think military defensive buildings (like walls, towers, turrets, ...) shouldnt have crime reducing ability. They were used defending city not catching criminals.

It was decided that they would have Crime reducing ability. Opinions are always welcome but this has been discussed and debated.

Welcome to C2C.

JosEPh
 
Quite simple really. In the buildingclassinfos it is KEY_TXT_FIRE_HANGER rather than KEY_TXT_BUILDING_FIRE_HANGER

That is correct, if you looked carefully at what i underlined above:rolleyes:
 
GEM problem solved!
(Notepad++ rules!)
Had to look into the C2C random locations map for comparison.
I simply edited away all those civics - who needs them to begin with???
Also changed Era from none to prehistoric and added maxturn=0.
Not sure, which part was THE solving one, but now a Custom scenario works fine.
See ya!
 
Quite simple really. In the buildingclassinfos it is KEY_TXT_FIRE_HANGER rather than KEY_TXT_BUILDING_FIRE_HANGER

So that's why all the water mod stuff was messed up too! Good old cut and paste screwed it up all this time!! :eek:

I am less embarrassed :blush: and more relived that the bug was solved! :w00t:

So many times i was like. "Why is this not working?!?!" :wallbash:

Thank you! :worship:
 
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