@crullerdonut: Thanks for investigating. I haven't really gotten to the bottom of that problem. Unfortunately, it never occurs for me when I attach a debugger; due to some race condition apparently. So my best idea has also been to go back to earlier versions. I've found that it occurs even earlier than v0.97, at least as far back as January 2020, if I disable the compiler option for global optimizations. Well, eventually I've just blindly tried switching the call to the EXE that repositions the camera after drafting with the call that makes the drafted unit the selected unit, and this fixes the problem on my end; will have to see if it also works for you.
@krasny:
@eXalted: Maybe the bombardment of undefended cities is somehow related to what krasny describes. As for the AI Catapult approaching the city in your savegame, I'm not sure why it decided to do that. It has the "reserve" AI role. Maybe it was trying to attack the worker near the city – though it seems that the worker was already guarded by a Chariot when the AI moved next to the city. Hm, come to think of it, perhaps it had meant to attack that Chariot. Moving several tiles in order to attack some stray unit with non-lethal damage is a bad play. I'll try to check in the AI code if that can really happen. Fwiw, when I ended the turn, the AI changed to a defensive strategy and therefore decided to withdraw the Catapult. Another turn later, it changed its strategy again (I think because another AI unit had been completed), and the Catapult moved toward the now undefended worker – along a path that didn't go near the city. That's a bit erratic, but perhaps not a common problem ...
Disrupted production: I think I've managed to fix this; thanks. It's a result of my efforts to make human players immediately choose a new production order after losing access to a required strategic resource. (BtS lets the production continue for one turn, which gives rise to this exploit.)
I'll try to upload an update with recent bugfixes in the next couple of days. Thanks, all, and merry Christmas
(if applicable).
@krasny:
I don't think that should happen in any situation. It would be nice if the AI were able to tell when an empty city is a trap or distraction, but no such behavior is implemented. A savegame would be helpful.[...] Several turns pass with Bismarck having a stack next to my unoccupied city and not taking it. Weird behaviour or a deeper plan?
If that means the city was left completely empty, then that also sounds like a bug/ oversight to me.[...] Bismarck then attacks, takes the city, then moves out, the Ethiopians then move into the city, then move out deeper into my territory, so I move into the open city with my main force.
@eXalted: Maybe the bombardment of undefended cities is somehow related to what krasny describes. As for the AI Catapult approaching the city in your savegame, I'm not sure why it decided to do that. It has the "reserve" AI role. Maybe it was trying to attack the worker near the city – though it seems that the worker was already guarded by a Chariot when the AI moved next to the city. Hm, come to think of it, perhaps it had meant to attack that Chariot. Moving several tiles in order to attack some stray unit with non-lethal damage is a bad play. I'll try to check in the AI code if that can really happen. Fwiw, when I ended the turn, the AI changed to a defensive strategy and therefore decided to withdraw the Catapult. Another turn later, it changed its strategy again (I think because another AI unit had been completed), and the Catapult moved toward the now undefended worker – along a path that didn't go near the city. That's a bit erratic, but perhaps not a common problem ...
Disrupted production: I think I've managed to fix this; thanks. It's a result of my efforts to make human players immediately choose a new production order after losing access to a required strategic resource. (BtS lets the production continue for one turn, which gives rise to this exploit.)
I'll try to upload an update with recent bugfixes in the next couple of days. Thanks, all, and merry Christmas
(if applicable).