Getting a crash trying to load a savegame after updating to 1820. Rolling back to 1819 and everything works fine. Was deleting the entire Units.FPK in 1820 intentional?
No, SO just forgot to add the new FPK. Update again and you'll be fine.
Getting a crash trying to load a savegame after updating to 1820. Rolling back to 1819 and everything works fine. Was deleting the entire Units.FPK in 1820 intentional?
Updates
- New Penicillin wonder for Microbiology tech.
Updates
- Culture requirement tweaks Australian = Sapphires, Goth = Rubies, Olmec = Sapphires
- Altered the gem buildings as requested by DH. Now there is no more need for gemstone resource.
- Removed Gemstone resource.

The gem cutter building still requires gems. We missed this one.![]()
Updates
- Culture requirement tweaks Australian = Sapphires, Goth = Rubies, Olmec = Sapphires
- Altered the gem buildings as requested by DH. Now there is no more need for gemstone resource.
- Removed Gemstone resource.
Was it also removed from Jungle camp? Which gives a % chance of discovery? If so then JC is getting weaker again.
In my current ongoing game (v20 into v21) I've had several JC's produce the different gemstone resources (Rubies, Jade, and sapphire iirc) beside the generic gemstone. Now that's being removed?
This should be moved to a different thread I think for discussion.
JosEPh

Could the player actually cheat with that? I thought it defaulted a specific movement cost for all unexplored tiles so you did not actually use that information (unlike the AI with that caching bypass).Just pushed to SVN:
- Fixed a bug (reported on the AND forum) that sometimes allowed an enemy to use another player's routes
- Tweaked allowable pathing rules slightly (see below)
- Improved performance of explore AI/automation
On the pathing - I have now made it illegal to try to path to an unrevealed tile that is not adjacent to a revealed one. That is to say that you (and the AI) can no longer try to have a unit path into the middle of an unexplored area. I did this because it was allowing the AI (to a large extent) and the player (to a smaller extent) to cheat, by finding optimal routes to places they don't yet know about. Thi also allows the AI to search a smaller space, which speeds thing up.
If everyone screams (REALLY loud) I'll consider making it apply to the AI and to automated units only![]()
Could the player actually cheat with that? I thought it defaulted a specific movement cost for all unexplored tiles so you did not actually use that information (unlike the AI with that caching bypass).
If everyone screams (REALLY loud) I'll consider making it apply to the AI and to automated units only![]()
It defaults to a specific cost for tiles of suitable domains I think, but leaves incorrect domains impassable, so there is information in it.
I scream, but I can also get some information from some suggested paths, not that the unit uses the path it is suggesting. On land there is no information. It is only when I am trying to explore the oceans that I sometimes get information about a coast somewhere near. I assumed the sailors could see sea gulls so new there was a coast that way.