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

have a ton of errors, when i deselect quite a few modules???? pics of just a few errors, and sending MLF also . .
 

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have a ton of errors, when i deselect quite a few modules???? pics of just a few errors, and sending MLF also . .
Alt timelines aren't modularized properly
That is they can't be turned off
 
Alt timelines aren't modularized properly
That is they can't be turned off
is anyone working on this, because ALL modules should not have any default, just sayin, dont over work urself anyone, just asking // /
 
is anyone working on this, because ALL modules should not have any default, just sayin, dont over work urself anyone, just asking // /
I agree, all modules should be off by default, that way we as developers can focus better on core C2C development, and those who like things a bit different can turn on some modules for spice.
 
After the last update I had a bunch of early buildings available to build again (Childbirth Hut etc) in Galactic era. Is this ok?
 
After the last update I had a bunch of early buildings available to build again (Childbirth Hut etc) in Galactic era. Is this ok?
Some obsoletions were removed as they blocked units from being built, units are under review, and have both normal and force obsoletions.
Ultimate plan is: No obsoletion without replacement.
That is if building isn't replaced, then it doesn't obsolete. Special buildings and wonders would be exempt from this
 
Is there any reason for the Bactrian Cataphract (camel unit) to have 13 strength?
It can be built when you have Animal Riding, which is a prehistoric tech!!!
And at late Middle Ages it 'upgrades' to a Camel Knight, which has 12 strength...
 
Is there any reason for the Bactrian Cataphract (camel unit) to have 13 strength?
It can be built when you have Animal Riding, which is a prehistoric tech!!!
And at late Middle Ages it 'upgrades' to a Camel Knight, which has 12 strength...
There's a reason I've been working on a major unit review.
 
I know, but this can be fixed pretty easily until you finish the whole rework project (already edited the cult unit info xml)
I have NO desire to spot fix anything - that's just an endless loop of distractions.
 
I have a funny AI-bug. Don't really know, if it came from C2C or from vanilla.
1. My country fought American Republic. We are at peace for now, but Washington treats me as main enemy.
2. I have defensive pact with Brittish Republic.
3. Brittish Republic also signed defensive pact with American Republic.
4. Relations between us became kinda recursive: every time I trade with Washington relations between us suffer penalty "You traded with our worst enemy". Because I traded with americans, who are allied with brittish, who are allied with me (This is the house that Jack built) => I traded with americans, who are inderrectly allied with me => I traded with american's enemies.

I don't know, if it's possible to fix that. And can't provide info about issues with memory (no stack overflow, though).
 
I have a funny AI-bug. Don't really know, if it came from C2C or from vanilla.
1. My country fought American Republic. We are at peace for now, but Washington treats me as main enemy.
2. I have defensive pact with Brittish Republic.
3. Brittish Republic also signed defensive pact with American Republic.
4. Relations between us became kinda recursive: every time I trade with Washington relations between us suffer penalty "You traded with our worst enemy". Because I traded with americans, who are allied with brittish, who are allied with me (This is the house that Jack built) => I traded with americans, who are inderrectly allied with me => I traded with american's enemies.

I don't know, if it's possible to fix that. And can't provide info about issues with memory (no stack overflow, though).
Upload save, seems to be vanilla bug.

Also crash dump is generated on crashes only.
 
Not a bug I guess, rather a small detail, but I just noticed that a Sheep pasture produces only 4 food, just like the horse, and it seems too low (the Horse pasture produces also 4 food).

Also, on the latest SVN (11376) anytime I chop a wood, I think it messes up the production overflow (the overflow turns to gold). It only works if the building in production has at least 4 turns to be finished.
 
Also, on the latest SVN (11376) anytime I chop a wood, I think it messes up the production overflow (the overflow turns to gold). It only works if the building in production has at least 4 turns to be finished.
This was feature since last few months where you can't stack production overflow too much, or it will spill like that.
 
Cities with more hammer output will have an easier time of absorbing the hammers from cut forest than a small city; the spillover to gold feature isn't new, just that it now happen at a limit that is relative to the city hammer output rather than being the same limit for all cities.
 
too many crime again, course i am playing with Barb World, Barb Civ, and Neanth Civ . .but still, shouldnt they build axeman/macemen etc.??
 

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Not really a major bug, but the tooltips in the civic screen look a little wonky compared to how they used to. Screenshot included.
Spoiler Screenshot :
upload_2021-9-14_7-15-39.png
 
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