Bugs, errors, and problems

Thanks TC01.
I wondered if this might be the problem even though the download page posted explicitly said either the default location or custom install location was acceptable.:mischief:
Cheers!
 
Ran into the can't build anything after capturing world X bug. In this case Qo'nos when playing as the Federation. Included a save.
 

Attachments

  • UFP.CivBeyondSwordSave
    364.5 KB · Views: 66
So I thought you would find a save from before attacking Qo'noS Helpfull. So I found the closest auto save and played up to the point I could invade again. However this time the bug didn't occur. So anyway here are the three saves. One for before the attack one after and the auto save I reloaded from.
 

Attachments

  • UFP Before Attack.CivBeyondSwordSave
    360.9 KB · Views: 60
  • UFP After attack.CivBeyondSwordSave
    364.8 KB · Views: 52
  • AutoSave_AD-2366-November.CivBeyondSwordSave
    350 KB · Views: 45
I found a problem with vassalage:

I can't demand Obrist's plasma, even though he is my vassal. This is in my own modmod, but I doubt that that's the cause.
 
When the AI captures a starbase, they always destroy it. It does the same to Colony and Construction ships (I think this is a feature in vanilla civ to prevent humans from recapturing Wrokers the AI captures, as the AI isn't clever enough to escort their workers, but with starbases its rather stupid)
 
Since I can't find a changelog I gotta ask.. does the latest version fix that long running bug where the SECOND an AI Civ develops cloaking, it cloaks all of it's ships, rendering every single AI player in the game completely broken/dead/doomed because a single Barb Light is capable of face-raping the entire galaxy unless I'm there to stop them (as Cloaked Ships can't garrison systems because the game tags them 'Invisible'?)

Planting at least a couple of starships appropriately to ensure every one of my own systems is garrisoned is one thing. Having to do so for everyone else too is a bit of a pain in the ass. :)

The Federation is sposed to be the galaxy's "Nice Guy", but I don't think they're THAT nice. :)
 
I don't think so... However, if you want to fix the AI's (mis)use of cloaking, you can download and apply my Cloaking Devices modcomp. It makes Cloaking Device allow the human player to cloak via a button. It also forces the AI to decloak units in Solar Systems and cloak them on space terrain, thus allowing them to defend solar systems.

Deanej (I think) is merging it in in 3.0.
 
Yeah, the issue will be fixed in 3.0 due to the merging (more or less) of the cloak modmod. I'm actually thinking of tying the ability to the cloak tech (as that was how I had originally planned to do it). I probably won't do the AI stuff (as it's still sub-optimal and could make it impossible for them to attack) except on the Klingon and Romulan UUs (which will be able to attack when cloaked). Btw, the Romulan UU will be changed from the Scout Ship to the Scimitar (essentially a Heavy II that can fire while cloaked).
 
As long as the AI is forced to decloak them when in a system and when attacking, I think you shouldn't disable the cloak. The Scout Ship being replaced with the Scimitar is a shame, as the Scout Ship really kicks ass thanks to it's ranged attack. Still, I'll use them both in my modmod.
 
Does it tell them to decloak when attacking? If so, I'll leave it that way (not sure, since I haven't looked too closely at it yet). It will be a random chance (based on civ if I can get that to work). Since any unit will be able to when the tech is researched the Scout Ship will become significantly weaker (unless it were to be able to fire while cloaked, which is probably non-canon); I can give the Scimitar (and the Klingon BOP) ranged attack too if you want.
 
Cloaking is already tied to Cloaking Devices tech; the promotion requires the tech, the button requires the promotion.

I had tried to make the AI decloak if hostile units were in it's movement_range-2 via the same function in CvGameUtils.py that does this to Starbase construction. I then tried to force a move mission to make them attack and then recloak. However, I never got it to work. To see (more or less) what I was working on, here's a thread in the SDK and Python forum. I wanted to get it done for Cloaks v1.2, but decided to release 1.2 anyway without it, and then moved onto other projects (like my FFH 2 and Col mods, and a FF/ST modcomp I'm currently finalizing).

It would be really easy to just make the unit decloak if hostiles were in movement_range - 2, at least, I think it would be. I haven't tested it.

I wanted to expand it to check combat odds, and make Klingon units decloak at lower odds then, say, Romulan ones. But again, none of that ever came about.
 
I don't know anything about Python, but can't you just tell it "If a cloaked unit wants to attack, decloak."?
 
Top Bottom