It works also on mine and so it does on the majority of players. Maybe the load on Afforess' server has made the updater to fail to download all the files. That's why i put the full installer by default this morning on the website.
def updateMinimap(self):
# Get the instance of the screen
screen = self.getScreen()
screen.minimapClearAllFlashingTiles()
objPlayer = gc.getPlayer(gc.getGame().getActivePlayer())
iPlayer = gc.getGame().getActivePlayer()
iTargetColor = gc.getInfoTypeForString("COLOR_RED")
for iUnitID in self.selectedUnitHash.keys():
if(not self.selectedUnitHash[iUnitID]):
continue
if(not screen.getCheckBoxState("UnitCheckbox%s" %(iUnitID))):
self.selectedUnitHash[iUnitID] = False
continue
objUnit = objPlayer.getUnit(iUnitID)
iColor = gc.getPlayerColorInfo(gc.getPlayer(iPlayer).getPlayerColor()).getColorTypePrimary()
#screen.setMinimapColor(MinimapModeTypes.MINIMAPMODE_MILITARY, objUnit.getX(), objUnit.getY(), iColor, 0.6)
screen.minimapFlashPlot(objUnit.getX(), objUnit.getY(), iColor, -1)
screen.minimapFlashPlot(objUnit.getMADTargetPlot().getX(), objUnit.getMADTargetPlot().getY(), iTargetColor, -1)
for iCityID in self.selectedCityHash.keys():
if(not self.selectedCityHash[iCityID]):
continue
if(not screen.getCheckBoxState("CityCheckbox%s" %(iCityID))):
self.selectedCityHash[iCityID] = False
continue
objCity = objPlayer.getCity(iCityID)
iColor = gc.getPlayerColorInfo(gc.getPlayer(iPlayer).getPlayerColor()).getColorTypePrimary()
screen.minimapFlashPlot(objCity.getX(), objCity.getY(), iColor, -1)
Oldnoob, your savegame is still attached to your post... a few pages ago in this thread, if you want to try and reload it.@45, Ok I give up. I don't have that savegame anymore and I do not remember the exact reason for the issue. If it comes up in my current game again I will try to post more information. maybe it will be more productive to look into the several ctds that I have posted recently.
Erreur 1 error C3861: 'calculateTradeProfitTimes100': identifier not found, even with argument-dependent lookup C:\Civ4DLL\Sources\CvCity.cpp 26567 1 CvGameCoreDLL
>> l26567: iValue = calculateTradeProfitTimes100(pLoopCity);
Erreur 2 error C3861: 'calculateTradeProfitTimes100': identifier not found, even with argument-dependent lookup C:\Civ4DLL\Sources\CvCity.cpp 26601 1 CvGameCoreDLL
>> l26601: iTradeProfit -= calculateTradeProfitTimes100(pLoopCity);
Erreur 3 error C3861: 'calculateTradeProfitTimes100': identifier not found, even with argument-dependent lookup C:\Civ4DLL\Sources\CvCity.cpp 26611 1 CvGameCoreDLL
>> l26611: iTradeProfit += calculateTradeProfitTimes100(pLoopCity);
I doubt those spies are really barbarians. I doubt barbarians use spies at all. I rather think they have the Loyalty promotion - never reveal nationality.
45°38'N-13°47'E;13649788 said:In some recent revision afforess made it possible for barbarian rebels to spawn more often. Although I've never experienced what you're saying (and I always play with revolution, except when autoplaying for testing purposes), I'll investigate. Can you also upload a save? Thanks
45°38'N-13°47'E;13649788 said:Can you also upload a save? Thanks
- It is not possible to whip, when you are in slavery civic. Eventhough it is possible to draft if you have the correct civic active. I'm not sure about hurry with gold.
Reason i'm not sure if this is intentionally is that the slavery civic allready without this ability is really strong.
- If both "High to low" and "Barbarian world" but without "Start as minor" enabled the high to low option will give you minor civilizations. This is a problem firstly because it seems rather harsh to start later with a minor nation when everyone else start earlier with a full nation. Second because the minor civilization as far as I can tell never evolve to a full nation once the human player takes over, which means that the 2nd and 3th nation you play with will start in war with everybody. Also it seems that the 2nd nation you play stays as minor even though you move on to the 3th nation. In effect the largest civilization in the world stay as a minor civilization.
- With Barbarian world and final five enabled it seems that it does not kill the lowest ranked nation if that nation have more than one city, its just destroy its capital and build a palace in the second city of that nation, at least that happened to me once. If necessary i can try to find a save for this situation.
2. and 3.
"High to low", "Final five" and "One city challenge" are abstract rules and were never meant to be balanced, especially not in combinations with each other and other rules. Iirc some in game hint even warns players that certain combos are not suggested to be used.
Yeah but even though they are not meant to be balanced they should still be playable. I do count my self as one of those players who want the high to low options because Deity is just too easy with AND2 (or most other mods) but i still would like to use it while still getting the benefit from the AND2, like Barbarian spawns. I don't know much about programming but it doesn't seems impossible to make High to low pick a 'real' nation not just a minor nation, or at least let the minor nation evolve into a real nation.
About the Whip option i see the problem when the most useful option for a civic (maybe even the entire game) was never learnt by the AI. A shame though.
45°38'N-13°47'E;13662436 said:Try a game starting on Noble with Flexible Difficulty, Flexible AI, 10 turns handicap check (as default), Resource Depletion and Revolution (no "cheating" options like "unlimited wonders" or "no nukes").