EmperorFool
Deity
Great. I'll take a look when I get home tonight.
I had a go at the save this evening and played about 50 turns. It didn't happen for me. How about you, EF?This is the save I made the same round that I took the screenshot that I posted:
Thanks for the quick reply btw![]()
This is the save I made the same round that I took the screenshot that I posted:
Thanks for the quick reply btw![]()
hm how can I fix this?
I tried it a couple times finally, but I don't see what you see. Does it happen every time? Do you have a lot of other apps running?
This is very strange I think. Played some new games, different settings, and the same thing happens every time. Seems as the uniqe units in the mod gets changed into the original units graphic when they are inactive.
Nobody else has this problem??
Usualy I don't have many apps running, Firefox sometimes thats all.
Btw, I'm running a Intel Core2 Quad CPU Q6700 @2,66 GHz with 4 GB RAM
Somehow a score is being reported as None (not empty string or 0), and I don't see how that's possible. Did you add a calculateScore() gameutils callback handler?
This is very strange I think. Played some new games, different settings, and the same thing happens every time. Seems as the uniqe units in the mod gets changed into the original units graphic when they are inactive.
Nobody else has this problem??![]()
for (int iJ = 0; iJ < GC.getNumBuildingClassInfos(); iJ++)
{
if ((BuildingTypes)GC.getCivilizationInfo(kPlayer.getCivilizationType()).getCivilizationBuildings((BuildingClassTypes)iJ) == (BuildingTypes)iI)
{
...do stuff
Perhaps there is a check civ does to ensure there are no promotions available to a unit, and doesn't grant XP if this is true?
I think the simplest way might be to just to add a new function "bool CvGameCoreUtils::canRecieveExperience(eUnit)" which would find the combat class, and then loop over PromotionsInfos and see if the unit is valid to receive experience. Recently I've found that in many ways it's simply easier create my own function that does exactly what I want then trying to figure out how to string together a bunch of existing calls correctly.This is exactly what it does, but it goes through CvUnit and not CvUnitInfo. This means I need an actual unit to use the existing code. I dug into it and thought that it eventually checked that the unit had a combat type and went with that.
for (int iI = 0; iI < GC.getNumBuildingClassInfos(); iI++)
{
BuildingClassTypes eBuildingClass = (BuildingClassTypes)iI;
BuildingTypes eBuilding = (BuildingTypes)GC.getCivilizationInfo(eCivilization).getCivilizationBuildings((BuildingClassTypes)iI);
if (GC.getCivilizationInfo(eCivilization).getCivilizationBuildings(eBuildingClass) != eBuilding || eBuilding == NO_BUILDING)
{
continue;
}
CvBuildingInfo& kBuilding = GC.getBuildingInfo(eBuilding);
CvBuildingInfo& kBuilding = GC.getBuildingInfo((BuildingTypes)GC.getCivilizationInfo(eCivilization).getCivilizationBuildings((BuildingClassTypes)iI);)