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Bug Reports and Discussion

I just now noticed that when a unit that starts with a religion in its xml defines but had converted to a different religion, it reverts back to its original religion once it turns barbarian. This isn't exactly a bug, but it does seems odd to me and has caused quite a bit of confusion for at least one player of my modmod.

I looked into this and I think the oddness comes from letting units with an XML-assigned religion convert to a different religion in the first place. Units who have a religion set in XML are things such as Priests and Religious-specific units and heroes (who also all have the <PrereqReligion> tag as well).

I suggest that you alter your code so that units with a religion set in XML arent allowed to change religions.
 
I just ran another quick test game after commenting out the line which killed the unit and restoring bSacrificeCaster again. Hannah seems to have used the spell 3 times in my current test game without a problem. I'm not sure why there was an issue before.

Edit: I should have left my old fix in. I was was just playing a game using my newly released version when I came across the CtD again. BBAI.log again shows that the last thing that happened was an AI (belonging to player 5 this time) Work Boat casting Pirate Cove.

This time I happen to have an autosave from the same turn. Simply load the attached file using tonight's release of my modmod and press enter to see what happens

You should definitely use the <bSacrificeCaster> tag.

I dont see an attached save.


[to_xp]Gekko;12135566 said:
also, barbarian trait leaders can explore graveyards.

I believe that is by design. Graveyards aren't barbarian lairs.
 
I know I attached the saved game. I'm not sure what happened to it. I really should have kept a copy somewhere other than C:\Users\Magister\Documents\My Games\Beyond the Sword\Saves\single\auto, as it has since been overwritten.

Is there any actual problem that would be caused by killing the Work Boat in python?


I definitely want to allow units that have XML set religions to be converted to the Children of The One. A major bonus of this religion is the ability to disband rival priests by converting them. I suppose I could make such units immune to being converted by other religions though.

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I've noticed that I am still able to gift certain summons, specifically those which I initiate in python and then assign to the caster using newUnit.setSummoner(pCaster.getID())

I think any unit that has a summoner should be considered a summon and not allowed to be gifted, traded, etc.
 
http://forums.civfanatics.com/showpost.php?p=12137695&postcount=403

In that post I have a save game where the ljosalfar has two mages as part of a naval invasion. They only have nature 1 and air 1. Does not seems like a good promotion path. Air 2 and nature 2 would both help them.

They stand outside the Luchuirp city of Aborlenia.
 
That was from the version that was most recent at the middle of November.
 
Is there any actual problem that would be caused by killing the Work Boat in python?

Not entirely sure to be honest.


I've noticed that I am still able to gift certain summons, specifically those which I initiate in python and then assign to the caster using newUnit.setSummoner(pCaster.getID())

Yep. Terkhen reported earlier in this thread that Permanent Summons were still able to be gifted. This will be fixed in 2.42.

With regard to the gifting permanent summons bug mentioned here: http://forums.civfanatics.com/showpost.php?p=12118199&postcount=1705

However, if you're manually summoning units via python, then you will probably also need to use the setPermanentSummon(bool newvalue) call for the summoned unit.


Upgrading a Doviello unit by using their conversion spells does not conserve customized names.

Unable to verify this bug. Works fine for me in 2.41 and my development version. Are you using the BUG auto-naming feature?


[to_xp]Gekko;12138045 said:
can you still immediately break the Seven Pines peace? if so, changing that to 10 turns peace would be nice.

Not sure. I'll look into it.
 
Unable to verify this bug. Works fine for me in 2.41 and my development version. Are you using the BUG auto-naming feature?

I'm sorry, I thought that I verified it with unaltered MNAI but the issue was caused by my own changes. I checked agan and I was not able to reproduce the issue with MNAI either.
 
Well, my Work Boats do have UNITCOMBAT_NAVAL

Finally got around to running a debug on your mod and discovered that this is what's causing the issue. I have a special check in the code for ships to choose crews, and your workboats were hitting this code, casting Pirate Cover and then I didnt have a failsafe check for deleted units. I'll fix this code (or remove it entirely if I can) for revision 2.42.
 
It is possible to get minor leaders or even "random alignment" leaders by going to the custom game window and selecting the "Unrestricted leaders" game option and choosing a civilization but not a leader. From looking at the code I think that this problem was present before the changes in r1280.

I'm attaching a rework of the random civilization/leader assignment code in CvGame::init. Besides fixing this issue, it also allows to select a specific civilization and an alignment by choosing the civilization you want and one of the "random alignment" leaders.
 

Attachments

I'm not sure if it's a bug or feature: As Illians, after completion of "The Draw" you can make peace with all the other players by using the "Seven Pines" unique improvement.
 
If it is possible to make peace after finishing the Draw, in my opinion upon completion of the Draw the Illian player should also get heavy diplomacy penalties with all civilizations. That way, even if he controls the Seven Pines and uses them, other civilizations will not just ignore what the Illians are doing as if the Draw never happened.
 
the Draw also makes you vulnerable though, which makes you an attractive target. considering how bad Draw hits the Illian player I don't think this needs changing, it's a pretty cool feature imo.
 
If it is possible to make peace after finishing the Draw, in my opinion upon completion of the Draw the Illian player should also get heavy diplomacy penalties with all civilizations. That way, even if he controls the Seven Pines and uses them, other civilizations will not just ignore what the Illians are doing as if the Draw never happened.

That and/or the completion of ascension should again be a declaration of war to all Civs (like the draw). Because if not: the illians are able to pick of the opponents one by one which was not intended for the return of the winter god, i think.
 
That and/or the completion of ascension should again be a declaration of war to all Civs (like the draw). Because if not: the illians are able to pick of the opponents one by one which was not intended for the return of the winter god, i think.

I agree, Ascension should have the same effect :)

It is possible to use the Sidar Wane spell in heroes such as Rathus. After getting a shade, you can resurrect Rathus with an archmage with the Life III promotion. When Rathus is back alive, it is possible to wane him again when he reaches level 6 again. This would give a patient player way more shades than he should be getting.
 
[to_xp]Gekko;12142495 said:
not really an exploit imo as you need an archmage for that, and it takes a while to get back to lvl 6.

I agree with you, it is hardly a gamebreaking exploit. But being able to resurrect a unit which has not been killed and get a gameplay profit from it feels wrong to me.
 
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