Sleeeper
Warlord
The city considers stuff in vinicity even if that stuff is outside of cultural borders. Bug or feature?
On the screenshot that's tar pit.
On the screenshot that's tar pit.
The city considers stuff in vinicity even if that stuff is outside of cultural borders. Bug or feature?
On the screenshot that's tar pit.
AI sends immigrants with pair of defence units all around the map like it thinks that immigrant is a settler.
When that group reaches the plot when AI wants to make a city, it stays there forever.
(AI sends normal settlers too in other places)
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_SETTLE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
Immigrant def has:
Code:<UnitAIs> <UnitAI> <UnitAIType>UNITAI_SETTLE</UnitAIType> <bUnitAI>1</bUnitAI> </UnitAI> </UnitAIs>
The AI for settlers has no clue about immigrants so this UTTERLY screws the AI. The AI will see immigrants as cheap to build settlers, and never build a real settler once it can build immigrants (they also reduce its population when built right (?), which it also doesn't realise). It will then treat them like settlers and take them to city build sites, and wonder forever why it can't get them to found a city.
The mod they came from must have had modified AI code to cope with them. Either that code needs to be ported (does whoever ported this mod to C2C have the source code for the DLL of the original mod??) or we need to write our own. Until that is done we have to disable this mod.
There is an error with the terrain now.
- Salt Flats appears as Marsh
- Ice Appears as Muddy
- Coast Appears as Tundra (underwater)
- Ocean appears as some dark terrain (underwater)
- Marsh appears as green (underwater)
- Muddy appears as green (underwater)
Looks like someone changed the order ... again.![]()
Or maybe I did not get it quite back into the correct order?![]()
I fixed it now by changing the order of the terrain so that the terrain that is not really terrain is at the end of the order and removed the WB hack that was needed with the modular loading (and therefore some unchangable orders) at the same time.From when? It worked in world builder when I made the terrain screenshot the other day. Its only recently that the terrain won't work.
This is the relevant part of the line in question: ArtFileMgr.getInterfaceArtInfo("MAD_NUKES_MANAGER_BACKGROUND").getPath()Got this error message when clicking on the MAD Nukes button left corner??
Traceback (most recent call last):
File "CvScreensInterface", line 950, in handleInput
File "CvMainInterface", line 6424, in handleInput
File "CvMADNukesManager", line 141, in interfaceScreen
AttributeError: 'NoneType' object has no attribute 'getPath'
ERR: Python function handleInput failed, module CvScreensInterface
I am having a problem with the BUG settings. I am doing the double save technique, but every time I update from the SVN, it seems to forget my settings, and since I update every day, this is kinda annoying.
Any idea how to fix this?
Just got about 20 or more errors with the current upload in Subdue Animals for UNITAI_SUBDUED_ANIMAL(One of them of course if the DH6_schema.
Here are just a few.
Just got about 20 or more errors with the current upload in Subdue Animals for UNITAI_SUBDUED_ANIMAL(One of them of course if the DH6_schema.
Here are just a few.
If you are using the SVN copy to play then YES, thats not the main purpose of the SVN, do what i do and maintain a separate C2C folder and just keep updating it, it not that hard, but sometimes it seems that way with all the constant things going into the SVN, but its worth it, definitely. I also keep a separate folder on my desktop marked UserSettings, then when i do an Export, i just place the one i want there and its ready to play.![]()