Thelo
Chieftain
The Caravan unit seems to always be locked with the tooltip: "You cannot construct this trade unit because there are no available land routes."
got a lua error on next turn. maybe its caused by another civ is loosing its capital city.
using ver 2d.
Lua error on Ea III 2d.
something about a nil value in blocked Buildings
Playing human Anaphora, around turn 65 (tried to play a few more turns, but the lua message popped up again).
And many thanks for this new phase!
Ea III, version 2d
Harbours, harbours everywhere! Get them for free in every coastal city, not only those with natural harbour (if I remember correctly, a city next to a water tile with 4 adjacent land tiles?) Was playing as Skogr.
I see. Just checked the manual, it says "Any coastal plot with 4 or 5 adjacent land plots is a "natural harbor".
Anyway, right now it seems like almost every coastal city (except for those on a narrow peninsula) get a free harbour which means instant city connection. I guess this is more relevant to the balance issues though.
local eaPlayer = gPlayers[iPlayer]
if not eaPlayer then return false end
if eaPlayer.blockedBuildingsByID[buildingTypeID] then return false end
return true
local eaPlayer = gPlayers[iPlayer]
if not eaPlayer then return false end
if not eaPlayer.blockedBuildingsByID then
print("!!!! ERROR: eaPlayer without blockedBuildingsByID", iPlayer, buildingTypeID) --who is this?
return false
end
if eaPlayer.blockedBuildingsByID[buildingTypeID] then return false end
return true
Change this:
Code:local eaPlayer = gPlayers[iPlayer] if not eaPlayer then return false end if eaPlayer.blockedBuildingsByID[buildingTypeID] then return false end return true
to this...
Code:local eaPlayer = gPlayers[iPlayer] if not eaPlayer then return false end if not eaPlayer.blockedBuildingsByID then print("!!!! ERROR: eaPlayer without blockedBuildingsByID", iPlayer, buildingTypeID) --who is this? return false end if eaPlayer.blockedBuildingsByID[buildingTypeID] then return false end return true
The human player GPs should not do anything until you press Next Turn. In fact, that's why you sometimes have to press Next Turn twice (which I can fix with some effort). It's a little hard to get used to stacked civilian units in Civ5 though. You have to click on the plot (not the flag) to cycle through multiple units on a plot. You should then get the GP with movement and available actions if you haven't already clicked Next Turn once.Is there a specific trick to reactivate GP really busy doing 'sustained' action in a city? Like an Artist doing Performance or what it was called. To me the problem seems to be that these GP doing city duty are always the first ones to process their turn, so I never can move them. Clicking the 'disable last/automated action' button does not help like with other units.
It is not limited to city action actually. Even a Great general doing unit training outside city can be 'woken' only by moving the military unit away.
Could the order of turn processing be changed so that GP are last ones?
I've seen the "not enough memory" error before. But I did not make the connection to build order that you indicate. Is that replicable and/or have other players observed the same exact situation? Maybe that's a clue but it's hard to say when I don't understand the "out of memory" error...I also have the weird GP bug reported in the previous bug thread, where if a military unit is built before the 1st GP unit is received the GP is really messed up and can not perform any useful action. The next GP is ok though. The bug report mentions something like 'not enough memory' which is weird. I'll try to remember to activate the logging next time.
Weird how you guys uncover the same exact flaw at the same exact time. The real problem in both your game and Vinnz is that somehow barbs acquired a city (for Vinnz at turn ~60 iirc and for you at turn 224). That's going to cause a dozen or more errors that I can think of off the top of my head. The fix above is just the first of many.I made this change but immidiatly got a new error in eaplots.lua:993 from eamain.lua:242
if iOwner ~= -1 then
if iOwner ~= -1 and iOwner ~= BARB_PLAYER_INDEX then
You need to send a Merchant to the destination city to "open" the route. This should be reasonably clear if you open the Trade panel and look around (but yes, I know help texts need to indicate this better too).The Caravan unit seems to always be locked with the tooltip: "You cannot construct this trade unit because there are no available land routes."
I think this is a case of me changing my mind in the middle of coding something. I guess it should be minimum 4 so that it is at least a little bit rare.The code says 3 or more adjacent land plots to a water plot adjacent to the city. I don't know if that is intended or if it should be 4.
Yeah, we should note this one now as known issue: "3rd party civilian blocks attack". That'll take some dll work so probably a v3 fix.Also, here's the save where I'm at war with the civ, which capitol is Oloknir. I'm kind of besieging it. However, there's a great merchant of a third civ sitting in that city busy with (I presume) opening a trade route. Which is why, as it turns out, I can't attack the city - the game asks me if I want to declare war on that third civ, and if I say no, no attack is performed.
Also, for the moment I had no ruler, don't know if that matters.
i think barbarians could not capture a city.
i found this http://forums.civfanatics.com/showthread.php?t=522579&highlight=barbarian+capture+city
This was my understanding too. Nevertheless, evidence from Lua.log is irrefutable. Barbs captured a city in your game and Vinnz's. (Sometimes I get the feeling you all are staging weird situations to cause errorsNo, they can't.
All they do when they get your city below 0 HP is take a bunch of gold.
local newUnit = player:InitUnit(unitID, city:GetX(), city:GetY() )
local newUnit = Players[city:GetOwner()]:InitUnit(unitID, plot:GetX(), plot:GetY() )
Players[BARB_PLAYER_INDEX]:InitUnit(unitTypeID, x, y)
plot:AddFloatUpMessage("Unbound dead has gone hostile!")
if plot:IsCity() then
local spawnPlot = GetRandomAdjacentPlot(plot)
if spawnPlot then
local newUnit = Players[BARB_PLAYER_INDEX]:InitUnit(unitTypeID, spawnPlot:GetX(), spawnPlot:GetY())
newUnit:JumpToNearestValidPlot()
newUnit[COLOR="Red"][S]()[/S][/COLOR]:GetPlot():AddFloatUpMessage("Unbound dead has gone hostile!")
end
else
Players[BARB_PLAYER_INDEX]:InitUnit(unitTypeID, x, y)
plot:AddFloatUpMessage("Unbound dead has gone hostile!")
end
Found error in my replacement code above. Look forred strike-out text.
Even if you fixed this for barb, it could come up for another player. I've done that before too (and fixed it), initing a player unit on an enemy city and accidentally "conquering" it.
@Vinnz,
Just a question, was Lead Charge working for you in that game? There's an error in the log each time that might be preventing this from working.
Yeah, that's broken for human player. The melee unit should follow with it's own attack automatically, about 0.5 sec later. I think ls612 got that into hotfix e.I don't get any Lua error message with this action. But I'm not sure if it's working... I explain :
The lead charge works consistently in my games, but not exactly as described in the game manual.
What I am experiencing : When I choose the lead charge action, and then choose the enemy unit to attack, the great warrior attacks the enemy unit and gives a +xx happiness to the allied unit on same tile. Then I can attack (manually) with the allied unit.
From the manual : I would expect the allied units to attack automatically just after the great warrior round.
Hope this can help.
It's working with Ea III v2e when using keyboard to indicate the tile to attack (the GW attacks first and the unit follows automatically).Yeah, that's broken for human player. The melee unit should follow with it's own attack automatically, about 0.5 sec later. I think ls612 got that into hotfix e.