Lexotan_sedlex
Warlord
- Joined
- Sep 22, 2010
- Messages
- 178
Wander dont have any combat animation. They die or win without any fight move.
I had that posted back before you left on the trip:
http://forums.civfanatics.com/showpost.php?p=10874598&postcount=201
EDIT:
1. Too many units are being produced at the same time (1 turn)???
2. The barbarian cities are still at POP 1 since the beginning of the game, over 500 turns ago, should have at least gone to POP 2 minimum by now???
Why is it necessarily wrong to produce multiple units per turn? I assume up have the multiple production game option turned on? Regarding the barb city size, it sounds low, but when wrere they founded? Unless you have barbarian world turned on the barbs don't start with cities at all, and they emerge later in the game. If you go into show everything mode (alt Z, I think) and look at their cities does that show a lack of food production or something? (barbs don't use the same ai as ai players for city production choices - they mostly just produce units, so maybe they have no food buildings?)
Also noticed, that the Elephant worker is a pink sqare, so are the presentation of great people. Maybe a fix for the FPK.
As for things to do in the XML:
- maybe this time change and store the special_people tag for explorer and adventurer, they should be able to enter a caravel
- button for tunnel is a path to /Art/afforess...... I guess this is simply forgotten to add at the right place.
Is anyone else having a problem with this?
Big resource icons aren't showing up on my map when using this toggle (Ctrl-z).
SVN build 648
repeatable crash at date change from year 995 AD to january, 1000AD.
Also noticed, that the Elephant worker is a pink sqare, so are the presentation of great people. Maybe a fix for the FPK.
As for things to do in the XML:
- maybe this time change and store the special_people tag for explorer and adventurer, they should be able to enter a caravel
- button for tunnel is a path to /Art/afforess...... I guess this is simply forgotten to add at the right place.
Aside from the rant above this mod is still awesome and has been getting better from iteration to iteration, i follow the development since version 9 and you guys still amaze me with the mass of ideas and changes.
Please keep up the good work!!!!
I just put a fix into the SVN for this problem. However since I am not getting the error can you test to see if the fix works. Thanks. If you don't use the SVN I can post the file.
I noticed that it isn't possible to archer or crossbowman bombard,
although it is suppose to be possible in BUG Mode options.
Is it an error, or it was mentioned to be so?
45°38'N-13°47'E;10897885 said:Some ideas / suggestions / improvements; I'm playing a MP game (hotseat) and it's the first time I play C2C seriously so forgive me if there are issues that have already been addressed:
- it would be VERY helpful to have units/buildings alphabetically ordered in the city screen; there are a LOT of units/buildings and searching the right thing to build isn't easy at all;
45°38'N-13°47'E;10897885 said:- Scavenging Camp / Camp: the first one consumes the unit (gatherer, worker, whatever), the second one doesn't but to me they look to have the same effect: so why should I build the first one?
- Stone Tool Workshop / Mine: same thing: why should I build the first when the second one is available? Especially since in 1 turn the first one becomes the second one.
- Same thing for Lumberjack / Lumbermill and Special Stone Tool Workshop / Quarry. I suppose that for all of the above the "unit consuming" action should be available for Gatherer only? But somehow it's available for worker and sometimes Fast Worker as well.
45°38'N-13°47'E;10897885 said:- Road / Mud Road: they give the same 1/2 movement... but Road costs 2 gold while mud road is free: why should I build Road then?
45°38'N-13°47'E;10897885 said:- From time to time I've got the message "Illegal Index (-1) used in SoundIsDynamicRes () of FAudioManager"; a couple of times happened when spreading a religion but other things caused it as well (dont' know what caused it).
Good question? StrategyOnly?
It was alphabetic, it is now by cost. Currently the only way to change the order is to exit the game, switch the python and load the game. I just have not had chance to learn about options properly.
There is an XML tag for that: <iCultureDistance>1</iCultureDistance>Bamboo and Savannah count as flatland for Culture Growth. Is there a way to set that like Forest? (Sword grass as flatland I dig.)