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Caveman 2 Cosmos

Well that's very odd since I'm not telling the system not to commit those files - there's no forgetting to it because you don't have to remember - if the SVN sees files have changed it puts them on the list to commit.

To add to this, my source files are compiling what they have and since nobody else is updating them, they would still have that fix in place. There could easily still be some other reasons for spread reluctance.
 
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Well that's very odd since I'm not telling the system not to commit those files - there's no forgetting to it because you don't have to remember - if the SVN sees files have changed it puts them on the list to commit.

To add to this, my source files are compiling what they have and since nobody else is updating them, they would still have that fix in place. There could easily still be some other reasons for spread reluctance.
Well it didn't have version and source code files here unlike your other DLL commits as posted above in screenshot.
Now we can't see what was changed in code in that commit.

That is sourceforge screwed up somewhere as only DLL was committed.
If I use "show log" on Sources folder, then there is no trace of SVN 10547 commit - as if nothing was changed in sourcecode.

Or its like DLL was recompiled without changing source files first, but that is really weird.
Sourceforge website that I linked to doesn't show any changes in source code and version file too.
 
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Well it didn't have version and source code files here unlike your other DLL commits as posted above in screenshot.
Now we can't see what was changed in code in that commit.

That is sourceforge screwed up somewhere as only DLL was committed.
If I use "show log" on Sources folder, then there is no trace of SVN 10547 commit - as if nothing was changed in sourcecode.

Or its like DLL was recompiled without changing source files first, but that is really weird.
Sourceforge website that I linked to doesn't show any changes in source code and version file too.
I'll take a look at it more specifically when I can. It's certainly an oddity.
 
By the way why sometimes civ color and leader color (in scoreboard) aren't same?
Because of stupid xml settings on them. Would be great if those could be taken care of - they drive us nuts too.
 
@raxo2222 The source code was updated to the SVN on the next commit - I checked the logs and the changes themselves to ensure they were still in place. You are right that there's still a reluctance with settlers heading out sometimes and I've asked Jayman to look into it again.

So which changes were related to crash fix and which one were related to Jayman fix?
All of these changes looked like related to fix of crash :p
 
So which changes were related to crash fix and which one were related to Jayman fix?
All of these changes looked like related to fix of crash :p
if (!getGroup()->canDefend()) was added to keep
if (AI_retreatToCity()) from splitting up the settler from his escorts if he was inside a city already, which was apparently one of the issues keeping the settler from getting the escorts he needed in a timely manner. He kept disbanding his group and letting the defensive escorts find other things to go on to be a part of if he couldn't get all the escorts he needed in just one round.
 
My expert sources assure me (they had videos!) that bad things happen when jet aircraft don't have jet engines. While jet engines (resource) do have some uses in-game, it boggles the mind that powering jet planes isn't one of them (ie. engines not required to build the planes).

And now for something completely different. My vassal Babylon had three cities but only about a dozen other tiles. So he decided to give up his independence and merge with me, and I agreed.

My population more than tripled! :lol:

He was territorially under a lot of cultural pressure from me, but he must have had something like 75 million population, and realistically had no reason to surrender his sovereignty.
 
Modern Earthworks should not give you relatively rare resources like Cinnabar, or even Peat. These things don't show up just because you want them to.
Same for Borax, Haematite, Potash and Pyrite. If for gameplay reasons you need to make sure a civ has access to these things (I don't think you do at the moment aren't they pretty useless?), it should be a National Wonder.
 
This is specifically upon having a settler hit build city, not one of the buildings inside the city.
Upload the save with instructions on replicating it. Usually just a code issue.
 
Just a couple of QQs...

How dies the great farmer work? He doesn't seem to have any actions no matter where I put him.

There are tiles that are over 50% of my Civ, but they are tinted the color of my neighbor's Civ, and I can't improve them. Why does this happen, and how do I improve the tiles?
 
Just a couple of QQs...

How dies the great farmer work? He doesn't seem to have any actions no matter where I put him.

There are tiles that are over 50% of my Civ, but they are tinted the color of my neighbor's Civ, and I can't improve them. Why does this happen, and how do I improve the tiles?
Last I knew there was a bug on PPIO and maybe more with him. He might be currently broken. I don't know if it was ever resolved. However, a new tag should make it possible to use him BUT the AI wouldn't be in place to use it. I'm hoping the old functionality can be restored for now. Still, even if it is working you can experience this problem IF all the plots you are putting him on actually do have resources there you haven't revealed yet. He cannot place a resource on a plot that has a resource on it already, even if you don't know it.
 
What is the reasoning behind certain buildings requiring that slavery not be active? I could understand this requirement for something like a labor union building, but all I've come across for this so far (late medieval) are various mill buildings (like donkey mill) and steel smelter (by the way, it doesn't show any other requirements; does it not require any resources?).
 
What is the reasoning behind certain buildings requiring that slavery not be active? I could understand this requirement for something like a labor union building, but all I've come across for this so far (late medieval) are various mill buildings (like donkey mill) and steel smelter (by the way, it doesn't show any other requirements; does it not require any resources?).
The gameplay reason is that slavery needs to be nerfed (which is fair enough). The realism reason is that these labour-saving buildings were never built (never economically feasible) when slave labour was so readily available.

It is absolutely unforgivable and unplayable imo in the case of the Steel Smelter, because it makes Crucible Steel an empty tech, and because neither rationale justifies depriving you of a resource. Same goes, much later, for the Factory, which deprives you of dozens of resources once their earlier source buildings obsolete (as well as preventing you from making most of the 20th century's advances). I've begged for the buildings to be made more expensive and have their yields drastically reduced by slavery instead, but no-one wants to make the change.

ETA: The file is here:
Assets/Modules/Custom_World_Views/Slavery/zDepend_CIV4BuildingInfos.xml
It is safe to delete the file, or just the buildings you don't agree with.
 
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What is the reasoning behind certain buildings requiring that slavery not be active? I could understand this requirement for something like a labor union building, but all I've come across for this so far (late medieval) are various mill buildings (like donkey mill) and steel smelter (by the way, it doesn't show any other requirements; does it not require any resources?).
Steel smelter requires iron ingots and (char)coal.

The gameplay reason is that slavery needs to be nerfed (which is fair enough). The realism reason is that these labour-saving buildings were never built (never economically feasible) when slave labour was so readily available.

It is absolutely unforgivable and unplayable imo in the case of the Steel Smelter, because it makes Crucible Steel an empty tech, and because neither rationale justifies depriving you of a resource. Same goes, much later, for the Factory, which deprives you of dozens of resources once their earlier source buildings obsolete (as well as preventing you from making most of the 20th century's advances). I've begged for the buildings to be made more expensive and have their yields drastically reduced by slavery instead, but no-one wants to make the change.

ETA: The file is here:
Assets/Modules/Custom_World_Views/Slavery/zDepend_CIV4BuildingInfos.xml
It is safe to delete the file, or just the buildings you don't agree with.
@Dancing Hoskuld wanted realism, but yeah I agree blocking those buildings is way too far.
Steel by itself isn't critical resource before Industrial era.
Most of those buildings and units can use other resources anyway.

As for factory there is ordnance like kill-switch building called "Emancipation Proclamation", that nukes all worldviews (so AI can shut down worldviews as AI is too dumb to build units for specific special actions).
This building is buildable before you unlock factories.

Steel smelter by itself has low productivity.
It could have -20 gold with Slavery active.

As for factory, if it was buildable with slavery active then I could retire kill-switch, but AIs is too dumb to know, that there are units, which can build ordnances or shut worldviews.
It has production modifiers - without power and separate with power - removing modifier could be tricky.
-60 to production modifier and -100 gold flat could be good alternative to blocking of building when slavery is active.
 
Steel smelter requires iron ingots and (char)coal.


@Dancing Hoskuld wanted realism, but yeah I agree blocking those buildings is way too far.
Steel by itself isn't critical resource before Industrial era.
Most of those buildings and units can use other resources anyway.

As for factory there is ordnance like kill-switch building called "Emancipation Proclamation", that nukes all worldviews (so AI can shut down worldviews as AI is too dumb to build units for specific special actions).
This building is buildable before you unlock factories.

Steel smelter by itself has low productivity.
It could have -20 gold with Slavery active.

As for factory, if it was buildable with slavery active then I could retire kill-switch, but AIs is too dumb to know, that there are units, which can build ordnances or shut worldviews.
It has production modifiers - without power and separate with power - removing modifier could be tricky.
-60 to production modifier and -100 gold flat could be good alternative to blocking of building when slavery is active.

Going on a tangent here, but can the AI recognize that certain units can create worldviews (but not that others can abolish them)? And do they know to send them to the capital to do so?
 
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