As pointed out by a new player(EvaND), the action button graphics have somehow lost their flavor differences from the base game.
also infernal units have default icons when selected
in addition infernal assassin, if upgrade from hellhound, has normal assassin unit art; but if built directly or upgraded from scout, has infernal assassin art correctly.
Barbs do not seem to build TumTum with the Trade Tech.
Nice job on making the Ai use the moroi spell properly, btw.
I'm not sure what you mean by 'action button'.
All the units were showing default icons rather than the civ-specific art. Not sure if this is what Kiech was trying to point out as well, but i just fixed it for my next release.
I'll look into these two issues. Thanks for the reports, everyone!
I think thats what EvaND meant.
I've uncovered what I believe to be a bug in how the governor evaluates tiles.
I got this error when trying to attack a mud golem.
selected rosier the fallen, while right mouse bt was pressed I hovered over the golem, as soon as the pointer was over the golem the popup appeared
....
After additional testing, the error is displayed only when advanced combat odds are enabled, in particular the option "total defense modifiers".
Actually it's two hammers (4 more food and 4 fewer hammers... presumaby Qqqq is running God King, so +2 hammers for the 50% bonus).[to_xp]Gekko;12330028 said:yeah, when building workers/settlers the governor tries to get them built ASAP so it doesn't consider commerce. indeed losing 8 commerce for 1 hammer is suboptimal![]()
actually, one doesn't have to make those calculus.Actually it's two hammers (4 more food and 4 fewer hammers... presumaby Qqqq is running God King, so +2 hammers for the 50% bonus).
Ideally, IMO, the AI would optimize on the edge by figuring out how much commerce it can squeeze out and still finish the worker in the same number of turns. But that's probably too tricky to code.
I made a post in the other thread, but I should probably have done so here.
Is the AI being so aggressive and powerful a known issue? For example, in my current game on Immortal difficulty, Mahala declares on me on turn 42 and enters my borders on turn 48 with 12 beastmen plus Lucien. Eleven of those beastmen have two promotions in addition to Raiders. Also 15 Wolf Packs.
This cant be right, can it? As far as I can tell it makes the game impossible.
Traceback (most recent call last):
File "CvEventInterface", line 34, in applyEvent
File "CvEventManager", line 233, in applyEvent
File "Revolution", line 6179, in joinHumanHandler
KeyError: 1
ERR: Python function applyEvent failed, module CvEventInterface