I have the same thing. Thank you for the report, we'll investigate. This looks like a "demo" tech for a component we merged in.Is there something wrong with this tech?
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I have the same thing. Thank you for the report, we'll investigate. This looks like a "demo" tech for a component we merged in.Is there something wrong with this tech?
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It was working until some days ago, I think I've seen it happening in my last game.I noticed that when the AI kills an enemy siege unit, it does not capture it.
The human player however, when killing an enemy siege unit, and there are no other units on that tile, gets a captured unit.
While playing with the "High to Low" option on, I've destroyed a civ's only city, but a lone worker kept the civ alive with the scoreboard showing that civ had 0 cities even though I also got a game message saying that civ had been destroyed. Then, I ended up immediately becoming that civ, with no cities and no way to create one! The "Require Complete Kills" option was not enabled for that game. I even looked at the CIV4GameOptionInfos.xml file and, according to that, "Require Complete Kills" is not automatically enabled.
I noticed that when the AI kills an enemy siege unit, it does not capture it.
The human player however, when killing an enemy siege unit, and there are no other units on that tile, gets a captured unit.
Can you provide a save either before or after you got switched into that Civ?
Is there something wrong with this tech?
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Problem with the income calculated from the Chamber of Commerce.
It say's that you receive a 10% boost, in total 893, which is 12 per city on average, based on city income that seems reasonable estimation, some higher/lower.
But the Gross income from the Chamber of Commerce is over 13K, No wonder I'm running republic with 67 cities.
It would seem it's incorrectly calculating the income.
Solution - Correctly calculate the income.
.
I don't have a save for that one that will show what happened. It was a chancy capture of that city and I've tried, but can't reproduce the capture of it. (The mapscript was Fractured World.) The same thing happened in a second game with a different mapscript (Tectonics). I can give you a before save on the first game and an after save on the second game, but on the second game I didn't switch to that civ, and its remaining lone worker was destroyed (through, I assume, lack of money) a few turns after its lone city was captured, thus destroying the civ for good.
Oddly when I went to an earlier save on that second game to try to reconquer that civ to reproduce what happened, there were two hexes adjacent to its city's hex that were shown as hills, when before (when the problem occurred) they were displayed as mountains, even though a warrior from that civ was sitting on one of those mountains, and my civ's units could not enter that spot! And when I reconquered that civ after starting from that earlier save point, the problem did not recur! The civ was destroyed when its lone city was destroyed (and there was still a worker that wandered off just prior to the conquest, as happened originally when the civ wouldn't die.)
So something is glitchy here.
Maybe we should review the algo to check if the new civ have at least a city.Without a save, I can not debug the issue further.
There's a limit on airplanes in a city. Are you sure you're not over limit? Have you built buildings which increase air capacity?Hi, I cannot rebase my air units. Rebase order just doesnt work (gray icon on destination city ). I suppose its not like it should be..
I have
rev927
Savegame attached
Chance of capture is not 100%. Are you sure you just didn't notice?
@oldnoob: I've fixed your problem by capping the maintenance max value at max float value. Use this DLL: https://dl.dropboxusercontent.com/u/369241/oldnoob_integer_overflow_CvGameCoreDLL.7z
I'll publish the fix in a future release as the code is also partially modified for pathfinding improvements.