Bug Reports and Technical Issues

Hi I downloaded the trunk from Git played the 3000 BC game just fine but the 600 AD scenario fails. (see screnshot)
 

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Hi, it's not a bug or a problem, but something odd during unit promotion bonus.

Why a Naval unit has a bonus against cavalry?

Maybe @Leoreth , if possible, should change promotion between land and naval units ?!?...

That's just Drill III. Nothing special
 
Hi, it's not a bug or a problem, but something odd during unit promotion bonus.

Why a Naval unit has a bonus against cavalry?

Maybe @Leoreth , if possible, should change promotion between land and naval units ?!?...
To be fair, a battleship would be pretty effective against a horse.
 
To be fair, a battleship would be pretty effective against a horse.

https://en.wikipedia.org/wiki/Capture_of_the_Dutch_fleet_at_Den_Helder
https://www.smithsonianmag.com/smart-news/only-time-history-when-bunch-men-horseback-captured-naval-fleet-180961824/
"After an extraordinary charge across the frozen Zuiderzee, the French cavalry captured 14 Dutch ships and 850 guns. A capture of ships by horsemen is an extremely rare feat in military history."
 
Hahaha!
Well, to balance things out and make Drill more useful for naval units, maybe Drill III could also provide a bonus against all types of ship that can't have cargo.
As direct combat between naval and land based units are not possible (right?), the description of DrIll III doesn't need to be changed. I don't see a bug there.
 
Iirc, a naval unit will be destroyed outright without save if it's in an unguarded fort. A naval unit cannot enter/combat forts with land unit guarding it.
This behavior is from vanilla bts and I haven't seen a change about it in the mod description, so I think it's still the same.

I think i remember that Knoedel did something about forts, though I'm pretty sure he also didn't add a more realistic naval/land interaction.

... imo amphibious land units should be able to hijack adjacent ships and gunpowder ships should be able to bombard adjacent land units. But I guess this behavior of integrated warfare is difficult to a) implement into the code and b) even more difficult to teach to the artificial nonintelligence as a tactic.
 
An non-violent display bug that is technically possible but very, very unlikely to occur.

The pedia of both the Highway and Railroad mention that an unit can move at most 10 tiles/turn. A 4-moves land unit can move 12 tiles on them. This situation is very unlikely because it is (without cheating) only possible by attaching a Great General to an Mongolian Keshik or Turkish Oghuz and give those units the Morale promotion.
 
I am aware, the movement rules are actually more complex than they seem, and it's hard to summarise in the pedia entry without getting out formulae and such.
 
The pedia of both the Highway and Railroad mention that an unit can move at most 10 tiles/turn. A 4-moves land unit can move 12 tiles on them.

Do they really already move 12 tiles, or is this a suggestion that they should?
Spoiler Things I remember from playing RFC... :
Back when I played Mongolia in RFC, I have seen that exploit and built roads AND railways in parallel across the main axis of Asia, so that my horses could cover more distance. They were faster when running themselves, and slower when I loaded them on trains, so to speak. (I'm already foggy about that, but I think in RFC, railways only allowed 8 movement, so even a normal Keshik was slower on rails. Do I remember correctly?) Also, as Arabia I had conquered lots of Roman Roads when they were still allowing normal cavalry units to move at 2x road speed, i.e. sweet top speeds of 12 tiles when the normal maximum was 8.

Also, the gunship is a 4-move unit, too, and can also only cover 10 tiles on rails, afaiR.
 
Maybe it's the promotion that allowed it to move 12 tiles. I agree with Enyavar too, though--regardless of how many tiles it can move elsewhere, railroads allow movement for only 10 tiles.

That would be weird, though. If a 4 :move: unit can move 12 tiles along a road after Engineering, yet can only move 10 tiles along a railroad... to be fair, it can be imagined like this: The units ride embark on carriages, which move along railroads at a speed of 10 tiles, and then disembarking at the end of the move.
 
Also, the gunship is a 4-move unit, too, and can also only cover 10 tiles on rails, afaiR.

Nope. The gunship can also travel 12 tiles on railroads. Just tested it.

Maybe it's the promotion that allowed it to move 12 tiles. I agree with Enyavar too, though--regardless of how many tiles it can move elsewhere, railroads allow movement for only 10 tiles.

That would be weird, though. If a 4 :move: unit can move 12 tiles along a road after Engineering, yet can only move 10 tiles along a railroad... to be fair, it can be imagined like this: The units ride embark on carriages, which move along railroads at a speed of 10 tiles, and then disembarking at the end of the move.

The code only looks at the actual movement points. It doesn't distinguish between natural movement points and movement points from promotion.

The reason that this phenomenon occurs is that the railroad also has hidden road capacities. It also multiplies the movement points by 3 for all units. It compares the road capabilities (movement multiplier) with the railroad capabilities (10 flat movement). It uses the method that brings you the furthest.

IIRC, it can be solved by removing the movement multiplier from railroads. (I didn't test this yet, but it should work in theory)

The actual implementation of movement is different, but it has the effect above.
 
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Removing the multiplier from Railroads makes it effectively worse than roads for certain units. I'm not sure I understand which problem we are trying to fix here.
 
Removing the multiplier from Railroads makes it effectively worse than roads for certain units. I'm not sure I understand which problem we are trying to fix here.
They're trying to fix the problem where railroads say units can move a max of 10 tiles but some can move 12. A slight tweak to the railroad description should fix this.
 
sPivPtH.jpg


My cultural borders seem strangely reluctant to cover the silver in the BFC. My best guess is it has something to do with the water in-between, that's the only way I see that particular city spot standing out.
Uses the git that was current three days ago.
 
That's right but working as intended, the actual path distance to a tile influences when it is covered, here both the water and peaks are in the way.
 
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