You do know that without stack attack on (I have never used it) you can select a stack of units, attack one at a time and the unit that attacked is unselected. Using the keypad you can attack at more than 1 battle / second this way.
Yes I am aware of that. The issue is that with many units (over e.g. 200), when the selected stack is multiple lines of unit icons across a 2560 pixel screen, the de-selection of the unit which fought (or alternatively, the selection of the rest of the stack) takes more than a second, almost two seconds, after the combat is complete. I don't know how to make this any faster because I've already got the graphics settings relatively low, single unit graphics, etc... It's clearly an example of extremely inefficient coding, that such a simple thing would take so long on a 2.8GHz i5, considering the miniscule work involved - changing the border around an icon from green to red and changing the dot colour if the unit became injured, and updating the list of combined promotion icons in the bottom left of the screen.
My computer is not new, but the work involved in this deselection process should not cause such slowness. 2.8GHz i5, Radeon 4850 512MB, 8GB RAM: more than sufficient for Civ IV otherwise.
Thanks anyway.
Cheers, A.
MM is not needed but adds a lot of music for all eras - except for the modern era where it adds only a few extra tracks.I was playing and decided to turn off the the extra modules for the much more music mega mix module 1.8 (which I thought was needed but noticed the mod already has extra music itself, when turning it off), cause it always starts with the same song simcity theme song in industrial age
It shouldn't but I will check. THX for the report.and suddenly my tech biology cost I was researching went from 150k > 550k only cause I turned it off. It also gave the ctrl-shift T remark as something changed, but that doesn't fix issues with tech multipliers. turning it back on makes it 150k again, this effects all saves. This added music module affects the entire gameplay?
To add the extra era music I had to use a modified erainfos.xml. Maybe it's not up to date. Sorry will check it.Tested a new game 26 civ (greek) gigantic world scenario on Blitz with music pack on pottery cost 58 and with it off it is 148, just wondering what of these two numbers is the normal value? As the music module obviously affects the core calculations.
Well my tests show no difference.Alright, Turns out I was the whole time playing with reduced tech growth, explains the quicker progress. Only wonder if the multiplier also got loads more, due to it? At the industrial age it is about 12-13 times more then at the start.
The save is an auto save BEFORE I try to raise it to zero. Its the same city I reported before, the Barbarians actually took control of the city and grew it to size 3. I abandoned it as a size Zero previously.
What I said about the coding, was because I was given the option to either accept them into my empire, or they would form a barbarian civ. I refused them entry, wanting to raise a Barbarian city, but they just continue in revolt.
I'll double check the save to make sure I gave the correct one.
I just loaded it up, and it is BEFORE. You attack with a Grenadier, take the city and then unload troops and pillage it to zero, build a work boat, and don't pillage with the transport. City of Gabae in the Southern Ice Islands.
I used Cntl-Shift-T, didn't make any difference, apart from my gold /turn, which went from -1100 to +630, didn't raise the city, still size 0, with 1 turn of anarchy.
Oh yeah, I also have Joan de Arc, staying as a minor, with Ships of the line.
rev. 1049. A fresh new game. After researching Animal Husbandry I can't Build a Pasture on the farm. Is it OK?
rev. 1049. A fresh new game. After researching Animal Husbandry I can't Build a Pasture on the farm. Is it OK?
45 - I may have been using graphics paging with that auto save. I've found if I save a game with Graphics paging enabled, it will only load 1/7 times, or multiple tries to get to load. It maybe my computer/operating system/graphics card??
Played on, cities still sitting there, no growth, no production, no raising.
On another note, the AI's raise cities using the pillaging function,![]()
I've been pillaging with sea units and haven't seen the size-0 bug, but I agree that sea units shouldn't be able to pillage cities.