Dancing Hoskuld
Deity
There is one case where you wont get the culture of a conquered city and that is when you conquer it with Hidden Nationality units, I think this is because the city becomes barbarian and looses its original culture.
OK this is the 3rd mapscript lately that i can hardly find any COPPER or IRON anyplace, in the attached map (LARGE), there is only 1 copper on the entire map and NO iron??
This is not that case. I use regular army. The city immediately becomes my city.There is one case where you wont get the culture of a conquered city and that is when you conquer it with Hidden Nationality units, I think this is because the city becomes barbarian and looses its original culture.
The XML for the Bonus is supposed to determine how much of each bonus appears on a map. Each mapscript should be using the values from there. Part of the problem in tracking down these problems is that some of the map stuff is done in Python and some in the dll. The placement of Bonuses is mostly done in the dll.
Fixes bad caching which was causing assassination attempts to only be possible when you first hovered over the icon, then once pressed, the mission would not find a valid target thereafter. Removing the caching may have a horrible side effect on slowing down turn times and I may therefore need to redesign the caching. However, the caching, albeit not working properly, was Alberts2's design and I could see where he was going with it but I don't know maps well enough to have debugged it and he may see the easier way to debug it so I've just left it commented out until he can take a look.
checksum.add((int)pLoopUnit->getOwnerINLINE());
checksum.add(pLoopUnit->getID());
checksum.add(bTestAtWar);
checksum.add(bTestPotentialEnemy);
checksum.add(bTestCanMove);
[B][COLOR="Red"]checksum.add(bAssassinate);[/COLOR][/B]
checksum.add((int)eAttackingPlayer);
checksum.add((int)eOwner);
I did not try that but I can't see how it would make a difference.You added the bAssassinate parameter to CvPlot::getBestDefender did you try to add the parameter to the checksum like
Code:checksum.add((int)pLoopUnit->getOwnerINLINE()); checksum.add(pLoopUnit->getID()); checksum.add(bTestAtWar); checksum.add(bTestPotentialEnemy); checksum.add(bTestCanMove); [B][COLOR="Red"]checksum.add(bAssassinate);[/COLOR][/B] checksum.add((int)eAttackingPlayer); checksum.add((int)eOwner);
That new parameter doesn't affect the defenderValue itself but maybe this helps. I can't imagine C2C in it's current state without that cache because that would mean huge turn time delays in more advanced games.
CTD, i was going to do an "attack unit on plot" from the ornithopter i have it click, then clicked on the enemy and poof CRASH.
Since SVN 9220 or 9221 the Civilopedia seems to be buggy. Only the first few Great Wonders and National Wonders are listed, and if you click on one, it's not shown.
Since SVN 9220 or 9221 the Civilopedia seems to be buggy. Only the first few Great Wonders and National Wonders are listed, and if you click on one, it's not shown.
Hmm tested, and everything is ok with pedia.
1) I can now confirm that the tag FirstFreeUnitClass does not appear to be working. I was first to get TECH_GATHERING but did not get the extra free gatherer..Spoiler :
This could be because the free unit is considered to be a Great Person as far as the code is concerned. You used to get the GP popup if you got it and a message if someone else got it.
This free unit is not always a GP so we need to trap this. It is not always a gatherer either, we used to get a free archer if you were first to discover Archery and I want to give free diplomats and spies at some stage.
2) I am not sure that the city governor AI and non-player AI have been made aware of the extra effects that have been added to the city specialists (both population ones and settled ones). We have added
- happiness and health tags (from another mod)
- property conditions
Eg the AI seems to use the slave specialists even though it will cause huge unhappiness in the city
See i said that about a month ago, i asked that about the extra gatherer not working?? PHEW thought i was going MORE
I started my current game with the latest SVN and I got a free Gatherer when I was the second to research the tech. I also got the message that a gatherer born in a far away land a couple of turns earlier.1) I can now confirm that the tag FirstFreeUnitClass does not appear to be working. I was first to get TECH_GATHERING but did not get the extra free gatherer.
This could be because the free unit is considered to be a Great Person as far as the code is concerned. You used to get the GP popup if you got it and a message if someone else got it.
This free unit is not always a GP so we need to trap this. It is not always a gatherer either, we used to get a free archer if you were first to discover Archery and I want to give free diplomats and spies at some stage.