How are the promotions given by Battlefield Promotions determined? I'm just starting out a new game with 2.9 & latest AND beta, and I've three units so far (excluding the city def. units). All of them have the 'Lead by Warlord' promotion already (two of them got it as their first promotion, one received Combat I first), and only one of them has fought rival civ units instead of just barbs.
Is this just a fluke or should I expect all the rival civs to have it by the time I assemble an invading army? Might as well start all over again with it disabled if that's going to be the case...
Yeah. There were 3 types of promotions it seems to have been giving incorrectly. Kamikaze promotions, Religion promotions, and Leader promotions. I've already changed it so it won't do this anymore in the future.
What python did you change, that "darn" BUGPath thing is driving me crazy, not that i'm NOT already

From beta 2 to beta3?
I fixed it already, I just haven't released beta4 yet. The bug is actually in the SDK, not python, but the error shows up in python. Odd, eh?
is it just me but with 1.70 beta 3 (MP install) and ROM 2.9, I don't see any gui? am I doing something wrong?
You probably didn't install it properly. Check the FAQ for step by step instructions. You may have to tweak the instructions a little since this is a beta, but they should work.
At the revision 64, sometimes the game will crash after end turn. If I use the DLL that you updated at revision 62, instead of the dll I compiled myself by the sources of revision 64, it's fine. ( All other files are still at revision 64 ) I tried debuging it myself, but the crash position is in the VC Runtime and no calling stack to trace.
I think it's caused by the .cpp files you last edited. I uploaded the save that would make it broken, wish it can help you.
Yeah, I noticed. The crash seems to be happening when a unit with NO_UNITCOMBAT wins a battle with another unit and is eligible for promotions. I'll upload a fix.
Yep, that thing also make me crazy. I checked the code, tried to resolve it, but didn't know why. Perhaps it's not changed by Afforess.
Fixed!
I don't know if you've seen this (
http://forums.civfanatics.com/downloads.php?do=file&id=3888), but it has all sorts of tech pictures available for use.
RoM already uses a bunch of those.
Don't know if this should instead be in RoM forum or BUG mod forum, but I just got a game lockup when I opened the military adviser screen and set both options to view by Promotions.
I just tried this, and it works fine for me. I tested on a game I am already running, so I have a ton of units. Not sure why it would crash. Can you turn on python error logging, and upload your logs next time it crashes?
I think I missed installed some portion of the new beta mod. I can't seem to ever get the option to build Warlord Captains (and the other type units that add 5, 10, 15, etc. exp when added to another unit).
Can anyone let me know if there is a way to change a setting to enable them again, or what I need to make sure I select If I need to reinstall the beta?
thanks!
RoM 2.9 changed this.
Had some weird stuff happen?
When i went into the Tech Tree to pick Military Training it changed the tech area behind see both pic, 1st "before" 2nd "after" and wont let me pick it for some odd reason? Dates and turns are the same.
Also i do NOT have on Auto_Promote but it happens quite a bit lately? 3rd pic.
Could it be the Occasional Promotions giving your units the extra promotions? As for the tech tree, did you already research that tech? Try giving it to yourself via the worldbuilder, then removing it, and try again.
Side not to Afforess: Any chance you could tell me which file handles displaying promotions? I know how to program enough to play around with strings, rebuilding them according to whatever rules would simplify the entire test display, but I have no clue where to look for it.
What I'm hoping to do is changing something like this:
+45% vs. Archery Units
+45% vs. Melee Units
+45% vs. Siege Weapons
+45% vs. Animal Units
to something like this:
+45% vs. Archery, Melee, Animal, Siege
And healing from:
Heals Extra 18% Damage/Turn in Enemy
Lands
Heals Extra 20% Damage/Turn in Neutral
Lands
Heals Extra 32% Damage/Turn in Friendly
Lands
Heals Units in Same Tile Extra 60%
Damage/Turn
Heals Units in Adjacent Tiles Extra 25%
Damage/Turn
to this:
Extra Healing [18%/20%/32%]
[Enemy/Neutral/Friendly Territory]
Unit Healing [Same 60%/Adjacent 25%]
That should at least make it possible to read the long text. Short info however is still filled by promotions, and the only thing I could possibly think to get rid of that is to make is a pop up window so you can look at the individual promotions.
It's a bit more complex than that. It's handled in the SDK, in CvGameTextMgr.
The way the text is drawn is 1 promotion at a time, so I *could* make one units promotion text line up on one line, but the next promotion would still be on another line. It's a good idea though. I can talk to EmperorFool (The god of all things Civ Interface) and see how it's run. It might not be very hard to make a new function that runs for all promotions instead of just one; then I could make the text line up really nicely.
That's a new feature; in-battle promotions. They don't cost XP, so I wouldn't complain about them unless you battle-promote to Kamikazee

.
They do cost XP (in a way); you don't get any experience for that battle if you get a free promotion.
