AI players often hire mercenary pirates. If their capitals are located inland, they cannot do anything with the ships. The hired naval units should automatically be placed in coast tiles(or coastal cities), I think.
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I seem to recall this being an issue/feature having more to do with hidden nationality then the lanun specifically. If memory serves hidden nationality units don't generate captures because it would defeat the false flag premise if captured units reverted to the proper owner, and it was a balance issue capturing certain units and have them retain the hidden status. Mostly workers/slaves.Capture animal and boarding parties don't seem to work for the Lanun, at least not for ships with undeclared nationality. I have not checked it with Lanun ships with declared nationality, but it works works for other civs, both for the player and the AI. I suppose it is fair, since the Lanun are already rather powerful, and the boarding crew is a good addition for attacks.
I'm getting a bug where unit textures aren't always loading. Like, when I load up a game as the D'teshi, the units all have skins that look like they're from vanilla instead of the undead ones. Also, mammoths have elephant rider skins and pegasi have chariot skins. However, when I select my units, they change to a skin that I expect, and stay that way for a little bit after I deselct them. I haven't had this problem with previous versions of FfH, anyone know what's going on and how I can fix it?
Known, i'll fix it when i have some time. (it may not be an easy fix)I am certain that somebody has noted that already, but there is a general bug with improvements that need a certain distance from one another (forts, dwarven mines, coves, etc.)
Once you start building one of those buildings, the game registers it as if you have already finished them, even if you did not. This means that you cannot build anything adjacent to them. This is particularly nasty if you can no longer access the tile to build something else on it (which removes the old unfinished 'improvement' and the bug). For example, I had a volcano eruption while building a dwarven mine, and now I cannot build any mines around the volcano. I don't think there is any way to remove the mine except in world-builder, which I don't want to enter to avoid spoilers.
Thanks for the report, fixed next version.Playing a game with the "Saila, the Everchanging" module active and noticed that multiple Sailas are available for hire in the Mercenary pool. Saila is a World Unit, so that should be blocked from happening.
Thanks for that, i'll add it to the readme.It looks like AoELauncher.exe doesn't work if your Steam installation is different from your Beyond the Sword installation. Steam error: "Application load error 5:0000065434". I didn't see any mention of this, so I wanted to write out a guide for anybody else who comes across this issue.
Setting your Civ 4 .ini to launch the mod directly also bypasses this problem, but I get substantially more crashes that way than I do by launching via AoELauncher.exe.
Problem: Steam error: "Application load error 5:0000065434" when pressing "Launch AoE" through AoELauncher.exe
Background: Beyond the Sword is trying to locate Steam.exe in whatever drive you installed Beyond the Sword to (in my example below, H: ). It goes down the list to look at the following locations:
If it fails to find steam.exe in any of these locations, you get Steam error: "Application load error 5:0000065434"
- H:\SteamLibrary\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\steam.exe
- H:\SteamLibrary\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\steam.exe
- H:\SteamLibrary\steamapps\common\steam.exe
- H:\SteamLibrary\steamapps\steam.exe
- H:\SteamLibrary\steam.exe
- H:\steam.exe
Solution: You need to make a make a "symbolic link" to steam.exe, which is basically a more direct version of a shortcut. This tricks the system into thinking that Steam exists in that location. Shortcuts have a ".lnk" extension, which is why a generic shortcut won't work.
Make note of the following variables:
The drive letter of your Beyond the Sword installation
The path that you want to put your symbolic link in (using one of the locations in the "background" section above, but with your relevant drive letter)
The location of your steam.exe file
Find command prompt, right click, and run as administrator. Then type the following (pressing enter after each of my line breaks), editing in your variables based on the color-coding above:
H:
cd "H:\SteamLibrary\steamapps\common\Sid Meier's Civilization IV Beyond the Sword"
mklink Steam.exe "C:\Program Files (x86)\Steam\Steam.exe"
Thanks, fixed next version.Just a minor visual bug... when using the Austrin Fort Commander Air Strike button, it looks like somebody forgot to close a bracket after "</color"
I'll check the save, thanksPlaying as illians on SVN version, getting a CTD with no errors, or log after ending turn. Cache cleared. Backed up several turns and tried different things. Save attached if anyone can find a way past i would appreciate it.
def onCityAcquired(self, argsList): # triggered whenever a city is captured (before the player chooses to keep or raze)
'City Acquired'
iPreviousOwner,iNewOwner,pCity,bConquest,bTrade = argsList
gc = CyGlobalContext()
cf = self.cf
game = CyGame()
map = CyMap()
getInfoType = gc.getInfoTypeForString
getPlayer = gc.getPlayer
#Scions Start - extra reduction of Scions-acquired cities. Use of a decimal seems to break it.
pPlayer = getPlayer(iNewOwner)
hasTrait = pPlayer.hasTrait
pPlot = pCity.plot()
setBuilding = pCity.setNumRealBuilding
changePop = pCity.changePopulation
iCiv = pPlayer.getCivilizationType()
iCityOwner = pCity.getOwner()
pCityOwner = getPlayer(iCityOwner)
Civ = self.Civilizations
Trait = self.Traits
Leader = self.Leaders
Civic = self.Civics
Rel = self.Religions
Building = self.Buildings
Unit = self.Units
iPop = pCity.getPopulation()
pPrevious = getPlayer(iPreviousOwner)
iNoAI = UnitAITypes.NO_UNITAI
iSouth = DirectionTypes.DIRECTION_SOUTH
getPlot = map.plot
if bConquest:
if hasTrait(getInfoType('TRAIT_SCORCHED_EARTH')):
pCity.kill()
"if pPlayer.hasTrait(gc.getInfoTypeForString('TRAIT_SCORCHED_EARTH')):
pPlayer.raze(pCity)"
sorry, i missed your message from yesterday, i'd have answered earlier. Can you tell me if you got a python error before the crash ?