I have tested that just checking for IsPermanentSummon() at the canGift() method of CvUnit.cpp is enough to prevent gifting infinite tigers and skeletons. The code with which I tested this change can be seen below.
This fix will be included in 2.42
[to_xp]Gekko;12129797 said:
the "governor builds boats" player option now reads "Modplayeroption1"
Fixed in 2.42
Upgrading a unit which is the avatar of you leader still causes you to loose your traits.
Fixed in 2.42 (using Magister's suggested code)
[to_xp]Gekko;12132383 said:
issue with the code that places goblin archers on goblin forts at gamestart: take a look at this start ( small pangea ) ... ouch that settler is toast
Entered as a bug. Not sure which comes first, placing goblin forts of choosing starting locations.
[to_xp]Gekko;12133936 said:
bug: centaur archers can be upgraded to from warriors, only centaurs should be able to ( no changing races via upgrade allowed in ffh ) . I guess the issue is archers need to be blocked from upgrading to centaur archers.
[to_xp]Gekko;12134042 said:
it seems the same is true for scouts as well, I guess they can also upgrade to regular centaurs too..
Will be fixed in 2.42
getting sons of the inferno from the worldspell would be way OP
This was fixed in MNAI long ago.
In my last few games I've noticed Flauros casing River of Blood in the first few turns of the game. It makes sense to cast it when civs have more cities and population.
If you let your city grow instead of buidling a worker rivers of blood when you get to size 3 is devastating. It is like loosing 20 turns.
The AI generally isn't very smart about when to use their World Spells. On my to-do list to improve that someday.
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.
Unit promotion choice is one of those things that I'm constantly tweaking. Thanks for the report.
[to_xp]Gekko;12138998 said:
ToD should be a team wonder so you can't build it more than once, this likely also applies to the infernal grimoire.
Infernal Grimoire is a World Wonder. I'll consider making the towers a team-shared wonder. Hopefully doing that wont have any unforeseen repercussions.
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.
Thanks for the code. I'll try to review this and get it into the 2.42 release.
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.
That is a strange situation but I dont know that the solution would be very easy.
After that, I noticed that I was no longer playing as Keelyn but as Perpentach. Is this the way it is supposed to work? I had assumed that the leader type would go back to normal after the autoplay was over.
Yes. It should go back. I'll enter a bug for this issue.
[to_xp]Gekko;12145470 said:
conquered cities don't have the "avoid unhappy" button activated like settled cities do.
OK. Will enter a bug.
Removing a religion from a city (at least in worldbuilder) seems to also remove the holy city status of that religion's holy city.
Makes sense to me.
It isn't exactly a bug, but the diplomacy still seems a bit off in my current game (of Magister Modmod with the less psychotic AI alternate DLL). Cassiel just declared war on me (Varn of the Malakim), only a single turn after I agreed to his request to join his war against Decius of the Calabim. He relations with me remained Friendly even during the war. He is still at war with Decius, so it couldn't have been part of a peace treaty. It could not be caused by a Council resolution, as we are both members of the Overcouncil. (I was actually able to end the Grigori-Malakim war after just a couple of turns, thanks to an Overcouncil resolution.)
The BBAI.log file should have an entry explaining why war was declared.
[to_xp]Gekko;12152506 said:
the random map generation code that adds bonus resources to bad starting locations needs to be tweaked to not use Pearls ( since only Lanun can see them )
Where do you get this report from? Code looks good to me and I ran a bunch of tests and never once had the map generator place pearls to balance a starting location.