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

I press Space (and have currently default settings in regards to turn ending and processing), and it probably happens ALWAYS when a unit gets born during my turn "behind the scene".
At least I don't recall it NOT happening that way.
I'm pretty sure a save won't explain anything, though - it's clearly a settings thing.
 

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I press Space (and have currently default settings in regards to turn ending and processing), and it probably happens ALWAYS when a unit gets born during my turn "behind the scene".
At least I don't recall it NOT happening that way.
I'm pretty sure a save won't explain anything, though - it's clearly a settings thing.
I never use keyboard except for scrolling map lol.
 
Yeah, except what BUTTON?
I sound stupid, but I kinda don't see one - unless you mean the blinking text in the middle of the screen?
Oh, wait, the GREEN/RED thing on the right, really?
Anyways, it's easier for me via Space, lol.
Yes, this green/red button :)
 
Why do people always take sarcasm for ignorance?
Sarcasm rarely comes through in text as its meant to.

You asked him how he ends the turn and he was saying how he does.

Let me get this straight, the button doesn't really show up as the turn should be over because a unit that is left without orders is holding that up without the unit being queued up for you to give it orders, leaving you to search for that unit on your screen right?

I THINK Toffer might be able to figure that out but that's some messed up complicated stuff right there. Maybe that unit is automated and having an AI indecision problem?
 
Sarcasm rarely comes through in text as its meant to.

You asked him how he ends the turn and he was saying how he does.

Let me get this straight, the button doesn't really show up as the turn should be over because a unit that is left without orders is holding that up without the unit being queued up for you to give it orders, leaving you to search for that unit on your screen right?

I THINK Toffer might be able to figure that out but that's some messed up complicated stuff right there. Maybe that unit is automated and having an AI indecision problem?
You're talking to the wrong person (no sarcasm, lol).
I'm the one who EXPLAINED that myself to the poster who asked it.
I also asked for the cause-and-solution of it, though.
Also, did you even read my post(s)?
I explicitly said that this is caused by newly-born-this-turn-via-unit-actions units like Great Generals and goody-units.
So it's something about them not registering on the unit queue, but not about automation or indecision.
Those parameters wouldn't be different between a unit born via city-production or a unit born via goodie-discovery - both are born in a "clean slate", or at least should be.
But let's wait for Toffer, indeed.
 
You're talking to the wrong person (no sarcasm, lol).
I'm the one who EXPLAINED that myself to the poster who asked it.
I also asked for the cause-and-solution of it, though.
Also, did you even read my post(s)?
I explicitly said that this is caused by newly-born-this-turn-via-unit-actions units like Great Generals and goody-units.
So it's something about them not registering on the unit queue, but not about automation or indecision.
Those parameters wouldn't be different between a unit born via city-production or a unit born via goodie-discovery - both are born in a "clean slate", or at least should be.
But let's wait for Toffer, indeed.
I might have only been looking at avatars as I usually do - sorry. And yeah you got me in that I was only rapidly scanning the issues under discussion because this kind of problem is REALLY difficult to understand in the dll.
 
I think it's related with timing that the "select next unit without order" function is called at the start of the turn, then a GP is born, but the "select next unit without order" function isn't called again after that, I'll have to investigate the relevant code sections, finding a solution may take some time, I've made a mental note about the issue at least.

And you pretty much nailed the core of the issue with that line I think:
"So it's something about them not registering on the unit queue"
 
I think it's related with timing that the "select next unit without order" function is called at the start of the turn, then a GP is born, but the "select next unit without order" function isn't called again after that, I'll have to investigate the relevant code sections, finding a solution may take some time, I've made a mental note about the issue at least.

And you pretty much nailed the core of the issue with that line I think:
"So it's something about them not registering on the unit queue"
Let's wait and see what you can find.
It's not really a big deal, just annoying for no good reason, lol.
 
Using the latest SVN (11453) but this also occurs in the previous version as well. Load the saved game (I am also using the MegaPack civilization MOD) and notice that the scoreboard in the lower right corner keeps flashing. I just destroyed the Arabian civ but the scoreboard keeps displaying the civ's score and then removing it. This civ was a vassal of Israel which is also on its last city.
 

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Using the latest SVN (11453) but this also occurs in the previous version as well. Load the saved game (I am also using the MegaPack civilization MOD) and notice that the scoreboard in the lower right corner keeps flashing. I just destroyed the Arabian civ but the scoreboard keeps displaying the civ's score and then removing it. This civ was a vassal of Israel which is also on its last city.
Upload user settings too - its in Caveman2Cosmos folder, zip entire User Settings and upload it here
Also upload save turn before it too.
 
Last edited:
Upload user settings too - its in Caveman2Cosmos folder, zip entire User Settings and upload it here
Also upload save turn before it too.
Opps, sorry about that. User settings folder attached but unfortunately, I do not have a save from before the original save file.
 

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Using the latest SVN (11453) but this also occurs in the previous version as well. Load the saved game (I am also using the MegaPack civilization MOD) and notice that the scoreboard in the lower right corner keeps flashing. I just destroyed the Arabian civ but the scoreboard keeps displaying the civ's score and then removing it. This civ was a vassal of Israel which is also on its last city.
Thanks, I will look at it when time allows.
 
I dunno if this is the right thread, but I can't find others that fit... I'm having issues loading old saves, I believe made with v33 or v35. I'm getting a " format version is not compatible" error, after which the game exits. To make sure I started a new game, and that save works just fine.
I'm using the GOG version of the game, and v41.2 of C2C downloaded today from moddb. Here's screenshots of the error messages.
 

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I dunno if this is the right thread, but I can't find others that fit... I'm having issues loading old saves, I believe made with v33 or v35. I'm getting a " format version is not compatible" error, after which the game exits. To make sure I started a new game, and that save works just fine.
I'm using the GOG version of the game, and v41.2 of C2C downloaded today from moddb. Here's screenshots of the error messages.
Saves were brokien like 5 times since V35

So I guess "saves are broken" message wasn't clear enough for you.
 
Saves were brokien like 5 times since V35

So I guess "saves are broken" message wasn't clear enough for you.
It would have been, if it had been there. But the 1st post on the mod's thread says "Compatible across versions. Continue playing your current game of C2C - just save our current game and load it in the new version. You will be asked "Should the modifiers be recalculated?". Just say yes, wait awhile and then continue your game with all the new features."
So no, I wasn't told that before. Thanks for the info anyway.
 
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