Lynnes
King
- Joined
- Aug 23, 2015
- Messages
- 886
Those of you with crashes- most valuable things you can post are your mod list and your mini dump file. I'm out of town until next week, but I will say that I have a hunch that there's a mod conflict causing this. It's most useful to me if you try just the CBP mod set. If you get a crash with that, that's where I think we'll find the bug.
G
The crashes didn't generate a minidump, but I will keep my eyes open if it should happen again.

By the way one other thing that came to my attention lately:
When a city of the AI is under siege and there is a strong melee unit at full health garrisoned, they attack very rarely, and most of the time they just sit in the city, being completely passive. Only when they get the chance to actually kill another unit with a single attack, there is a good chance they will do this.
The same I noticed for ranged naval units stationed at besieged cities: Even if they easily could attack adjacent enemy units, they just don't do anything.
I'm using the CP + No Followup From Cities + 3 Units Per City / 2 Per Fort, but I always did and never observed this behavior until one of the more recent versions of CP, so maybe it has something to do with the latest AI tweaks?
Might those mods be the reason, and if so is there something I could do/ change in the options of CP to improve the support for these 2 gameplay changes when not using CBP?
edit: When the combination of City Bombardment + Naval Bombardment + Melee Attack inflicts enough damage to kill a unit, the ships will fire too!
But as long as the enemy unit would survive, they will do nothing, just like the melee units.
edit 2: They also start to do something, when the city is really low on hitpoints and about to get conquered in the next turn! (fleeing + attack)