Discussion in 'Community Patch Project' started by ilteroi, Jul 29, 2020.
If it's too hard to fix CTD, then you could just release a new beta version and make a Hotfix later
I see a <EmbarkDefenseModifier>100</EmbarkDefenseModifier> for PROMOTION_DEFENSIVE_EMBARKATION, PROMOTION_HOVER_UNIT and PROMOTION_WAR_CANOES, so it's probably not boolean.
pretty sure this works as you've suggested... almost certain i've tested this recently (ie past 6 months, assuming no underlying dll changes affecting it)
it also works as PD suggested though, as I suspect he was referring directly to PROMOTION_DEFENSIVE_EMBARKATION as the boolean
Is there some discussion re: changing forts/citadels? I've lost the thread of this angle, where others are discussing it
One of the reasons I dislike embarked units being auto-killed: it makes exploring very risky. I lost a high level scout to a trireme that came out of nowhere earlier.
You'd have to take that up with @Gazebo
But yeah, it's been a while since the last release - maybe debugging information could be included in a new beta to help with the CTD, I'm not sure. I've done my work as far as the merge goes - so I expect after he runs some test games we'll be closer to a new release.
Since when has this been true? I'm using the current version + the patch github and embarked units are freakin super tanks?
I'm using the same version but without the patch.
i think it was only true for this one version, and was unintended... patched version is the proposed embarkation model moving forward, ie that issue with your scouts should not re-occur
I think it was intended but was changed after feedback. Unfortunately the patch causes crashed for me. It's being worked on though, so I'm just gonna be patient. Thanks for your response.
Disappearing Air Force issue not resolved. Now this does not happen every time you stack two, but it often happens.
Some screens with comments. What should I do to help fix it? I have save file, where this bug is reproducible.
Post it on github
Isn't it okay for exploring to be risky?
I left a comment at this tread:
Of course - and I'm fine with that to a degree. I'm not OK with instant death though. The point of explorers is that they are the first recon unit that can cross ocean tiles. If the game punishes me for sending explorers into unknown territory, what are they supposed to be for?
I don't even mind it when it's a low-level unit, but high-level recon units are treated no differently when embarked. I don't really like the idea that ideal exploration strategy is sending suicide squads of low-level units.
Were there any AI improvements in this patch. I've had a number of starts where I'm just getting my butt kicked compared to the last patch!
Now playing with an hovercraft. The unit is losing all its movement points when moving from sea to land, which makes no sense.
EDIT. It's even worse. Now it can't attack while at sea. The hover.
Check github guys, I have updated my modlist for missing airplanes trouble.
Highlighting the new meta.
One the one hand, AI without simple escorts is not getting creamed. On the other, my melee units will actually find these units serious roadblocks. Is this good or bad?
Separate names with a comma.