No, I don't immediately see why that would happen. Do you have an example?
There goes my plan of raising an army that's invincible on the offensive. Longbowmen and skirmishers have 50% withdrawal rate. If they go through the Guerilla promotion line, they'll get 100% withdrawal at the end if not for this.I think I got the source of this bug. Promoting those units with that promotion will give them a withdraw chance higher than the MAX_WITHDRAWAL_PROBABILITY. The code below (CvUnit.cpp) prevents this from happening.
Code:bool CvUnit::isPromotionValid(PromotionTypes ePromotion) const { [...] if (promotionInfo.getWithdrawalChange() + m_pUnitInfo->getWithdrawalProbability() + getExtraWithdrawal() > GC.getDefineINT("MAX_WITHDRAWAL_PROBABILITY")) { return false; } [...] return true; }
No crash for me, have you updated to the fix from yesterday?I am getting a CTD on the next turn
The entire game was played on the version from yesterdayNo crash for me, have you updated to the fix from yesterday?
Looks like since reinstalling Civ4, I forgot to patch the EXE, once I did that it stopped crashing.The turn took a while for me to load, maybe you were out of memory?
This sounds like you and America both complete the project at the same time. But I'll look later what the exact situation in the save is.
Good to hear you could fix it.Looks like since reinstalling Civ4, I forgot to patch the EXE, once I did that it stopped crashing.
Alright.That is not the case. To be sure I made a double check. This time I made it sure that I completed the project 1 turn before the USA -> NO anarchy.