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#3241 |
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Warlord
Join Date: Jun 2011
Posts: 197
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Been playing v16 today and found something odd - I conquered a European city (I am playing as an African civ) and built European culture in the city I took - it didn't give me the free European culture "building" in my other cities, unlike the other cultures. So only that one city that I conquered has European culture.
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#3242 | |
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C2C Modder
Join Date: Feb 2008
Location: California, USA
Posts: 11,348
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#3243 |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,566
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@Koshling, I have been trying out the new spawning for animals. I seem to be getting too many atm, but still testing. One thing which is not quite right. Units should not spawn in plots seen by any player. In the attached image the bison should not have appeared on the bison resource because I could see the plot both from my city and by my tracker.
Note: bison looks like knight in the screen shot because I have graphics on lowest.
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Dyslexia luRs Member of the C2C modding team. Last edited by Dancing Hoskuld; Sep 08, 2011 at 12:12 AM. |
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#3244 | |
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Vorlon
Join Date: Apr 2011
Posts: 6,748
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As to the rate, I guess we need to figure out exactly what you are seeing (so game speed is an important factor since it normalizes for it, meaning faster game speeds will have faster (per turn) spawns). Again this is something we could turn off with a new tag if we wanted to. |
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#3245 |
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Warlord
Join Date: Apr 2009
Posts: 141
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please everybody who plays version 16 just scroll at the end of the tech tree you will see there is a lot missing. the transhuman and the galactic era it has nothing to do with the "no future Tech " option because this is disabelt. or am i the only person who get this bug ?
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#3246 |
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Chieftain
Join Date: Feb 2011
Location: Australia
Posts: 73
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Kreatur everything looks normal to me.
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#3247 | |
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Warlord
Join Date: Jun 2011
Posts: 197
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Quote:
![]() Another thing, it's not a biggie - the hunter class units have an issue with the unit naming system, I assume this is because there's not a Hunter unit class in the unit naming BUG page - this causes a little eventhandler error message at the top of the screen when I build a hunter unit and it won't get a unique name, it will just be "Tracker" rather than "Tracker 1 (Carthage)" for example. But it doesn't stop gameplay or anything
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#3248 | |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,566
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Quote:
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Dyslexia luRs Member of the C2C modding team. |
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#3249 | |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,566
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Quote:
I went to great pains to ensure it was so when I did the spawns in Python.
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Dyslexia luRs Member of the C2C modding team. |
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#3250 | |
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Vorlon
Join Date: Apr 2011
Posts: 6,748
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#3251 | |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,566
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Quote:
![]() If I spawn from a resource eg fish for a unit (crocs) that are coastal do they spawn on ocean fish plots? My first try was just cattle (Bison and cow). I was attached by 20-30 of each but only a very small number of other critters. Spawning bears on bison balanced it out a bit. (Grizzly Bears traditionally hunt and eat bison and deer.)
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Dyslexia luRs Member of the C2C modding team. |
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#3252 |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,566
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@Koshling perhaps I need to show you what I am trying to do with the spawn stuff. Attached is just the spawn stuff.
two things I have noticed:- 1. Spawning starts before turn 10. The first 10 turns are a grace period I thought while your settler wandered round looking for a good spot. I saw a deer spawn in turn 2-3 and take out a civ by killing their unguarded settler. 2. I sometimes get multiple units spawning on the same plot. I am about half way through converting the animals over.
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Dyslexia luRs Member of the C2C modding team. Last edited by Dancing Hoskuld; Sep 08, 2011 at 12:12 AM. |
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#3253 | |
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Warlord
Join Date: Jun 2011
Posts: 197
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Quote:
But yes it's definitely that causing the error message, the automatic unit naming utility doesn't recognise Hunter class units so throws up an error message and doesn't name/number them. And while I'm on the subject of hunter class units: this is going to make me sound either a) decrepit or b) completely doolally, but is it possible to make them show the magic blue circle around goody huts the same as recon units? I'm getting on a bit and my eyesight is not what it used to be, and I have real difficulty seeing goody huts especially when they are in forests - I've been relying on the magic blue circle for a while now, and hunter class units don't show it, so I'm now failing to see the little blighters and missing out on freebies! Last edited by Epona222; Aug 26, 2011 at 10:22 PM. |
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#3254 | |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,566
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Quote:
__________________
Dyslexia luRs Member of the C2C modding team. |
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#3255 |
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Warlord
Join Date: Jun 2011
Posts: 197
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I have never had a hunter get bad results though, and I'd rather my hunter units got them in case they get experience (especially now that the bonuses from buildings in the cities have been split between recon and hunter class units, I don't want to waste any potential experience bonus on a unit that can only defend when my primary concern is hunting!)
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#3256 | |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,566
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Quote:
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Dyslexia luRs Member of the C2C modding team. |
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#3257 | |
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Warlord
Join Date: Jun 2011
Posts: 197
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Quote:
For me a bad result would be "the natives are hostile", not 50gp instead of 200gp.Regardless, is it possible to make the bloomin' things more visible, because my eyes aren't getting any younger! This has only been an issue from v15 (or maybe v14, I can't recall exactly) onwards, earlier versions used some sort of animated forests that sort of parted around goody huts, resources, and improvements, but I can barely see any of these things in the last couple of versions, I find I'm squinting at the screen in the last couple of versions to see all these features, and I'd rather have a hunter show where a goody hut is even if the result might be bad (because if I can't see it, I could pop it by accident, and surely if the result is going to be bad I'd want to avoid that? As it is I can't see them at all) |
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#3258 |
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Prince
Join Date: Mar 2009
Posts: 538
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Wait.. Will it prevent spawning if I place a unit on N-man-spawning resources?
I saw (at least 2-3 time) my units on the resources automatically moved to adjacent tile when N-man spawned from it. The problem with goody hut graphic is that high-latitude forests (dark green one) hide it unlike low-latitude forests. |
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#3259 | |
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Warlord
Join Date: Jun 2011
Posts: 197
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Quote:
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#3260 | ||
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,566
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Quote:
Quote:
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Dyslexia luRs Member of the C2C modding team. |
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