Thanks. It'll be a while before I can address it. I'll TRY to remember it's here even though its not in the thread I would normally use.Here is the save file Thunderbrd......sorry for a late response, but I was "thrown of" by the forum update![]()
Ok, this is actually not a bug... per se. (This is all assuming I kinda understand the binary math stuff here.) The SUPER irony here is that I would have really struggled to understand the problem had I not just taken part in the MP game debug project Alberts just helped me to complete.I am once again experience a "bug" which crashes my game almost instantly when I hit 'end turn' button. Sometimes this happens "little bit" into the 'end turn' process which to me seems to indicate that perhaps there is an actual bug involved, perhaps an AI call or something. Anyway I know that you propably only work with SVN versio, but I thought I should upload my logs if you can find something that can be fixed. The last update 9309, actually fixed this same crash issue for me and I was able to continue my current game, until this point obviously.
Keep up the good work!![]()
I'm on the post break 9309, with your modified file added. Did I misinterpret what you ment? i.e. Are you going to continue to provide post break patches?
If you are, great! Thank you very much. If not, that's ok I still appreciate all your efforts in keeping us non SVNers up to date.
Oh for crying out loud XD.....I mean I actually did try to fix this by deleting units from other players(took me awhile), but it never occured to me that it was the barbarians/criminals which are the problem, which I insidently left aloneOk, this is actually not a bug... per se. (This is all assuming I kinda understand the binary math stuff here.) The SUPER irony here is that I would have really struggled to understand the problem had I not just taken part in the MP game debug project Alberts just helped me to complete.
There is a limit to how many units a given player can have in the game at one time, looks like its 8191. At the moment, the barbarian player is trying to exceed that limit. This is originally due to the fact that I had screwed up the formula for barbarian criminal emergence and had not originally set a limitation on how many there could be. A few recent bugfixes should make those criminals much more difficult to emerge but when you were originally running this game it allowed for way too many to show up. At this point, it's overloading the game with the next few emergences this round.
You can continue to play by going into worldbuilder and going to each city and removing a good number of those barb criminals but you've gotta get that count of barbarians in the game down. I will also try to hedge the code so that it fails to spawn if overloaded rather than causing a crash.
The latest SVN version allows the game to play through now but it could easily manifest another crash bug without cutting down on the barbs in the game. Sorry... that one was my fault to begin with.Oh for crying out loud XD.....I mean I actually did try to fix this by deleting units from other players(took me awhile), but it never occured to me that it was the barbarians/criminals which are the problem, which I insidently left alone. Well thanks for the help again
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EDIT: New "Patch" Link. https://www.dropbox.com/s/41or6bmo1f8dfh4/Pre v37 SVN 9328.rar?dl=0
You will need to Rename the Folder to Caveman2Cosmos.
Dropbox keeps changing things. To D/L, after clicking on the link, if there is no visible Download button, go to the upper right corner, box with 3 dots, click it select Download. Always something!
JosEPh![]()
A New Pre v37 SVN 9328 Full Mod "Patch" will be available later today. Uploading now to dropbox.
Previous version will be deleted also later today. Some major changes, bug fixes, and new Options will be available with the 9328 D/L.
EDIT: New "Patch" Link. https://www.dropbox.com/s/41or6bmo1f8dfh4/Pre v37 SVN 9328.rar?dl=0
You will need to Rename the Folder to Caveman2Cosmos.
JosEPh![]()
Anarchy is not broken, just changed.
And as for the animations you will need to talk to ThunderBrd about that.
JosEPh
It's intentional that the earliest civic changes bring about no anarchy. There's a few lines of thought on that:Really ? Ok, so it is intentional that it is always 0 turns ?? Wow. Feels so strange since i play the Germany and according the leader's personal traits, the anarchy length should be even longer. Very weird system.
It's intentional that the earliest civic changes bring about no anarchy. There's a few lines of thought on that:
1)
You replied before I technically finished my post but you seemed to know where I was going with it anyhow.Yeah, i've noticed for some versions now that it was nice and reasonable but i mean 0 turns of anarchy all the time. Now i'm at early industrial and switched democracy, separation of powers and gold standard on at the same time with 0 turns of anarchy.
Someone care to open and elaborate the logic behind this ?