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#1 |
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Chieftain
Join Date: Aug 2004
Posts: 93
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City absorbing worker?
Hi
Just been watching my mod in debug mode and one computer opponent out of about 27, absorbs his worker back into the city. Which cannot support it so the city falls back to level 1 next turn effectively wasting the worker! This only happens at one city, I have tried moving the city but it sill occurs very odd any thoughts? Thanks Hully |
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#2 |
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Shaven not stirred
Join Date: Mar 2002
Location: Stockholm
Posts: 8,633
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Does the worker have any available jobs?
Welcome to CFC!
__________________
How would you like your drink, Sir? WARHAMMER FANTASY MOD 2.5 Fingers are like onions; if you cut them, you cry. My Graphics My Units Magnamund Map Get Correct Transparency with Photoshop Living by Stockholm Rude Time (GMT +1) Eight Chicky Bits, is that a Chicky Byte? |
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#3 |
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Chieftain
Join Date: Aug 2004
Posts: 93
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Thanks
There are 27 races some of the races are not playable by humans and start with 2 settlers and 2 workers. So there is probably around 35 cities being placed on turn one, 34 of them behave normally, and even the second city place by this Civ behaves normally! Just one city is placed and immediately absorbs its worker. Very strange... I have tried switching this ability off in the editor... well, that definitely stopped it but it is a bit of a heavy-handed solution. It is surprising what you see watching debug! Thanks Hully |
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#4 |
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Chieftain
Join Date: Aug 2004
Posts: 93
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Hi
Checked all poss jobs for this and every race, yes there where some issues of workers having no job they could preform at the start. This has been corrected now; still it was strange only one city showed this problem. I have just watch about 30 turns in debug and… Now all the workers which now have job they can perform from the start just sit in the cities doing nothing...? Why? Maybe they will kick in later? The game also seems to be playing 4-5 times faster? strange? Ho well must try a none debug game and see if that has speeded up as well. Thanks Hully. |
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#5 |
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Modder For Life
Join Date: Apr 2002
Location: Exit 16, New Jersey
Posts: 6,811
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Well, if the workers don't have ALL of the options checked, they won't function correctly.
__________________
Dynamic Unique Units Modcomp : Announcing Dom Pedro II's Civilization 4: Test of Time : Dom Pedro II's Mod Helper for Python Modders and those who would like to beOne night I dreamt of wondrous things. When I awoke, I made a mod. |
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#6 |
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Chieftain
Join Date: Aug 2004
Posts: 93
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Sometimes you just know you should not mess with your mod in the small hours of the morning...
I was looking at the worker late last night or was it early this morning... anyway, I finally got this fully sorted, the worker was being absorbed because it had no job it was able to do, although this was only affecting one civ. The reason all the worker stopped working was I had switched the terraform strat off without realising!!! Don't remember doing that... Thanks everyone. Hully. |
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