[MOD] v41 SVN and GithubDesktop Bugs and Crashes Single player

Do they actually have two different health pools in engine?
Yes. Crazy huh? It's a C2C special feature. The worst damaged pool is the one that power ratios consider.
 
I forget who asked before, but I was mentioning a bug about criminal units pillaging without notification, someone asked if units before Renaissance Era criminals notified. Well they do, some reason it is just Renaissance Era criminal units that do not notify about pillaging.
 
Hi,
Sorry if this has been mentioned elsewhere. I am running the latest SVN single - and keep seeing unexpected glitches in research bar: first it shows the tech will take 1 turn to research (progress indicator is close to the center) and then next turn it just remains there - I've noticed it happen like 5-6 times (and obviously, there is no revolution happening), never in a row (so the tech does get researched, just a turn later). Any ideas?
Thanks!
 
Hi,
Sorry if this has been mentioned elsewhere. I am running the latest SVN single - and keep seeing unexpected glitches in research bar: first it shows the tech will take 1 turn to research (progress indicator is close to the center) and then next turn it just remains there - I've noticed it happen like 5-6 times (and obviously, there is no revolution happening), never in a row (so the tech does get researched, just a turn later). Any ideas?
Thanks!
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Did you check if amount of research varies per turn?
Sometimes city can adjust specialists, or trade routes change, so on turn processing it suddenly its missing hair width to finish research.
Or you don't see last indicator, because it was too close to end of research bar
 
I forget who asked before, but I was mentioning a bug about criminal units pillaging without notification, someone asked if units before Renaissance Era criminals notified. Well they do, some reason it is just Renaissance Era criminal units that do not notify about pillaging.
This makes me wonder if there's not some kind of EXE driven limit to the number of notifications in a round before it drops some of them. All I can think of is that it's the overall volume of notifications by then that's causing the problem. I don't THINK that Ren criminals have access to sabotage in addition to the same raze actions that the original starting ones have access to, which was my only possible answer as an alternative, but if they DO, then that's still a possible reason - that they're using a different mission that doesn't GIVE a notice like the raze mission does. IF that's the case, there's an interesting counterbalance to that, which is that they're actually paying espionage pts against you to do it and not getting any gold out of it.
 
Hi,
Sorry if this has been mentioned elsewhere. I am running the latest SVN single - and keep seeing unexpected glitches in research bar: first it shows the tech will take 1 turn to research (progress indicator is close to the center) and then next turn it just remains there - I've noticed it happen like 5-6 times (and obviously, there is no revolution happening), never in a row (so the tech does get researched, just a turn later). Any ideas?
Thanks!
This has been happening to me as well, twice (SVN 11352).
 
This makes me wonder if there's not some kind of EXE driven limit to the number of notifications in a round before it drops some of them. All I can think of is that it's the overall volume of notifications by then that's causing the problem. I don't THINK that Ren criminals have access to sabotage in addition to the same raze actions that the original starting ones have access to, which was my only possible answer as an alternative, but if they DO, then that's still a possible reason - that they're using a different mission that doesn't GIVE a notice like the raze mission does. IF that's the case, there's an interesting counterbalance to that, which is that they're actually paying espionage pts against you to do it and not getting any gold out of it.
I am trying something, your comment about sabotage gave me an idea. I checked the land units XML and found several criminal units have sabotage enabled, so I disabled it. Hopefully that will fix the issue.
 
Research has been glitching for quite some time for me too.
But I'm now all of the sudden getting unexpected game shutdowns (or even freezes) every few turns - even though I'm playing a DUEL-sized map all by myself.
Which means that it's not the map's fault whatsoever, but the exe's.
It's not consistent - I don't have a problem of continuing after the last auto-save each time (so a save upload will show nothing).
And it's clearly something with the code in one of the latest SVN updates (probably the last, but unsure).
 
I am trying something, your comment about sabotage gave me an idea. I checked the land units XML and found several criminal units have sabotage enabled, so I disabled it. Hopefully that will fix the issue.
Generally speaking, strike teams are supposed to have access to sabotage while criminals should only be able to raze.
 
Generally speaking, strike teams are supposed to have access to sabotage while criminals should only be able to raze.
Well, it seems to be working. So oh well if it messes with strike teams, I don't use them anyway.
Update: Not working, improvements still disappearing.
 
Last edited:
Well, it seems to be working. So oh well if it messes with strike teams, I don't use them anyway.
Update: Not working, improvements still disappearing.
The point of the difference is whether you're spending to eliminate the improvement vs whether you're eliminating the improvement to receive a benefit in the process.

Could they be using spies? They, too, use sabotage.
 
Well usually right after improvement disappears, my dogs spot and kill a criminal unit. So I assuming it is a criminal unit.
 
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Did you check if amount of research varies per turn?
Sometimes city can adjust specialists, or trade routes change, so on turn processing it suddenly its missing hair width to finish research.
Or you don't see last indicator, because it was too close to end of research bar

Nope, research value stays the same.
 

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There might be a problem with units on auto assignments reporting home for upgrade:

TZ9uMlO.png
 
Having a problem with the next turn not loading at this point. Tried ctrl+shift+t before ending turn, but no luck.

FWIW, I've opted into the beta on Steam and haven't messed with SVNs since starting this game. Not sure if this save is toast or salvageable, but any insight would be much appreciated!
 

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Well usually right after improvement disappears, my dogs spot and kill a criminal unit. So I assuming it is a criminal unit.
There are some criminal units that may have access to the sabotage mission but if you've taken away all references there and still having issues, then I have to assume it may be something about the message system we don't understand.
 
There are some criminal units that may have access to the sabotage mission but if you've taken away all references there and still having issues, then I have to assume it may be something about the message system we don't understand.
Well for right now I disabled the units that were giving me a headache ability to pillage.
 
Update to latest SVN - it could be fixed

I think I have updated SVN successfully (followed this guide: https://github.com/caveman2cosmos/Caveman2Cosmos/wiki/Using-SVN - got a message: "Completed At Revision 11354). I noticed a font change on "Press <Enter> to end turn" prompt, and changes in various production bars. A little weird looking, but - after pressing <Enter>, the turn won't finish loading and the little man just keeps running. Still facing the same problem, unfortunately.

Might be worth noting that in the directory C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods\Caveman2Cosmos, there are two "Configuration Setting" type files: "Caveman2Cosmos Config" and "Caveman2Cosmos" - in Explorer, the latter one has a red exclamation point next to it. This seems only to have occurred after loading my game and hitting that same wall.
 
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