2nd UU and 2nd UB for DoC

Thanks.

The big disadvantage of lategame unit, is that they come very late. So they have very little impact in the game. The early game has a bigger impact on the course of the game than the end game.
And many don't play for so long. I don't want to include an UU that won't be build half of the time because the player doesn't play until that date.

The Prussains have to, because they spawn in the lategame. It does make a difference for them, as it comes into action at the time the Prussian are able to do something

Sounds reasonable. I think the biggest blank of RFC is early and late game. Thats why most of action happens in middle game.

We need :scan: era...
 
Sounds reasonable. I think the biggest blank of RFC is early and late game. Thats why most of action happens in middle game.

We need :scan: era...

Well, I don't think an early Russian UU will help either. :p
 
I propose to replace their warrior with a "Siberian hunter" which has +100% strength in Tundra, that should help them !
 
merjin, I've used the file in #218, but it still seems useless, the city can't be displayed

DoC v1.10(at svn 449, download but not upgrade by svn) with bluemarbles, VD&ECS and DoC soundtracks.

Civ4ScreenShot0001-1_zps46bd1f58.jpg
 
Update to SVN 451, then try again. Leoreth changed how the map displayed in rev 450, I think, so you might be getting your problems from that.

but 2nd UU&UB can't be used in svn 451. And the map display was changed in svn 450 not 451
 
V1.10 = SVN450.
So if the mapchanging thing is in SVN450, it's also in V1.10. This modcomp is based on that version.
(If you use only the 2nd UU modcomp, you CAN play at revision 451. But that doesn't seem to be the case)

The file in post 218 fixed something else, not this problem. But it's only a graphical bug. I've seen it also in RFCE. The game itself isn't broken.

Can you upload all XML files of the VD modcomp, please? I think I know the problem.
 
V1.10 = SVN450.
So if the mapchanging thing is in SVN450, it's also in V1.10. This modcomp is based on that version.
(If you use only the 2nd UU modcomp, you CAN play at revision 451. But that doesn't seem to be the case)

The file in post 218 fixed something else, not this problem. But it's only a graphical bug. I've seen it also in RFCE. The game itself isn't broken.

Can you upload all XML files of the VD modcomp, please? I think I know the problem.

Of course, and there're some other bugs, like this picture, the Rushmore be built in the 1st turn. And when plague spread to city, the Pentagon be built, both AI and human player(no picture). I think there're something wrong in the building XML files.

Civ4ScreenShot0002_zps99057bde.jpg
 

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The pentagon gets built randomly across the globe in random turns, sometimes in multiple cities. Its not a game-breaking thing as I can manually remove it, but its reallly annoying.
 
Of course, and there're some other bugs, like this picture, the Rushmore be built in the 1st turn. And when plague spread to city, the Pentagon be built, both AI and human player(no picture). I think there're something wrong in the building XML files.

Civ4ScreenShot0002_zps99057bde.jpg

So basically, supersoldiers are the norm in your games...cool!
 
this issue probably comes from your buildings in Conts.py not being in the same order as the building xml's. (plague is a building, btw)
 
So basically, supersoldiers are the norm in your games...cool!

not only for me, but also for every AI, and when your cities are much unhealthier than others, your new units can get more XPs than the others...
 
Is this currently working with revis. 451? Or do I need to wait for an update?

You can play the 2nd UU modcomp on rev 451. But only without the 2nd UB modcomp.
(set the game to rev 450, install the modcomp, update the mod to rev 451 again)

If you play both modcomps, it's only available on rev 450 or v1.10.
 
Besides the pentagon bug, there is also a bug where you conquer a city and its wonders are removed (i.e you lose shwedagon paya when you capture pagan). I am inclined to believe it has something to do with building order in the files, as constantinople starts with Interpol instead of Theodosian Walls in the 600 AD scenario. Ive also observed that in some games getting gunpowder prevents you from triggering the conqueror event. Finally, there is a bug I dont really understand, when you build ironworks the catholic holy city is moved to that city no matter which civ you are playing.

So, which files do I have to modify in order to have the buildings in the correct order and thus avoid some of these annoying bugs?
 
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