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CEP 3.3.4: Minuteman strength calc bug?

Resok

Chieftain
Joined
Aug 9, 2013
Messages
9
I'm playing a new game started with 3.3.4.

I'm about 314 turns in so far and playing as the Incan Empire. Well the last turn or so the Americans declared war on me and moved in some forces mostly composed of Knights with a few MinuteMen mixed in.

I can do damage just fine to his 24 strength Knights but whenever I attempt to damage his Minutemen they suffer exactly 1 HP damage. I've attempted attacking them with my city ranged attack, my Pikemen, and my Crossbowmen and no matter what they suffer just 1 HP damage.

The combat estimate also appears entirely empty when I mouse over them with a unit selected. Other units of his appear just fine.

Is there some hidden reason I can't do any damage to this unit? All other units appear to be just fine.

I can attach save game if needed. I've cleared my cache and tried the basic troubleshooting steps as mentioned before.

The only mods I'm using are Communitas Expansion Basic, Communitas Map, and Ethnic Units (which doesn't modify unit stats).
 
Attached is a quick screenshot of what I'm talking about.
 

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Most likely the unit is set to a unit type that doesn't currently exist (they used to set to be a vanguard unit that is no longer needed), so they have no combat stats to base off of.

Disable or delete this line in the army directory (start.sql file).

UPDATE Units SET Class = 'UNITCLASS_MILITIA', CombatClass = 'UNITCOMBAT_RECON', GoodyHutUpgradeUnitClass = 'UNITCLASS_CONSCRIPT', PrereqTech = 'TECH_BANKING'
Where Type = 'UNIT_AMERICAN_MINUTEMAN';


--UPDATE Civilization_UnitClassOverrides SET UnitClassType = 'UNITCLASS_MILITIA' Where UnitType = 'UNIT_AMERICAN_MINUTEMAN'; That line should probably be changed to Rifleman and re-enabled.
 
Thanks for the reply Mystikx21, I'll have to give that a try on a private version of the mod I suppose. I'm currently playing a separate MP game with some friends (through Giant MP Robot) and I don't want to interfere with the integrity of those saves.

Will other units that show up as 'Vanguard' suffer from the same problem? Still trying to make sense of the data.
 
"Vanguard" unit class basically is the mainline units (infantry and spears). the issue with minutemen was they were based off of an older vanguard unit type, not unit class, which was removed from GEM in the conversion to CEP (militias). The only units that are likely to be effected like this are Marines which were removed entirely but still glitchy and Minutemen, which weren't updated in unit type.
 
The marine unit also seems bugged and appears to be a civilian unit. It looks like its strength and cost are zero'd out in the code. So the unit is probably going to be depreciated and removed.

After all the strength and unit class adjustments, the American minutemen seems to be an arquebusier replacement now.

--UPDATE Civilization_UnitClassOverrides SET UnitClassType = 'UNITCLASS_MILITIA' Where UnitType = 'UNIT_AMERICAN_MINUTEMAN'; That line should probably be changed to Rifleman and re-enabled.

This might not be necessary since the minuteman's strength is comparable to the arquebusier's now.
 
I'm dubious that we should keep the musket/arque/rifles unit strengths as they currently are, which would apply to the UUs associated therein. With UUs getting their own adjustments during the leaders phase of the mod, we may see minutemen adjusted in strength anyway.

Riflemen is the musketmen, which seemed a more obvious flavor substitute for minutemen than arques. I'd be willing to do either one however (in truth, I'm not all that fond of the US having a UU at all).

Anti-tank unit also applies in the removals. I think the removal requires removing the tech requirements also and probably setting costs to -1 rather than 0. Since there haven't been major tech tree changes yet, I expect the unit removals are simply incomplete.
 
The Minuteman was still set to a defunct UnitClass, Militia, which has been changed back to a Musketman.

As to whether the whole line of early gunpowder units needs to be re-evaluated, I'll leave that to more experienced heads.

@stackpointer
You are correct. the Marine has bitten the dust and is removed, however the Paratrooper and XCom have become beefier than their vanilla versions.
 
Its not just early gunpowder. It's all of them. Paras and XCom weren't beefed up so much as made cheaper.
 
@mystikx21

The Paras & XCom will be beefed up in the next release.
 
That include most gun units as well?

XCOM was probably okay, but the airborne was quite weak in 3.34. A boost to both would be okay though.
 
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