No.
A tile can only ever have one improvement (worker-related stuff), one feature (a forest or jungle), one height (mountain, hills or plains), one bonus (copper, cows, etc.), and one base (grasslands, plains, etc.). The game does not support multiples of anything, so trying to build a sit upon a fort would just result in the sit replacing the fort. Because deserts don't tend to have features at all, that bit of code probably isn't needed to begin with.
So this is definitely something changed by the FF development team? Because, in FfH, the vampire's "hasted" promotion (even though applied to themselves) still only lasts one turn...
Sheiam can not build Artisan's Workshops, although no explanation is given as to why.
Also, Pyre Zombies don't appear to count as military units for garrisons (although this may be purposeful).
Also, my friend would like to know what happened to Loki and his puppet? The puppet can no longer attack anything?
In one of my game, my mouse bugged so I had to replace it and restart my computer. Before restarting it, I quick saved my game. When I loaded it later, it was bugged.
Attached are the quicksave and the latest auto before it.
So umm. This WAS with a lightly modified install. But I don't think any of maxastros little mods caused this... heck even if they did...
We got a ctd at turn 26 thats unavoidble, tried to save before it... game crashed.
Looked in save directory. There was a save...
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Thats right. Just under 6GB. O.o...
I didnt post it up for... obvous reasons. O.o...
It isnt full of empty space either... (tried winraring it to see if itd just... yeah no)
Related to the battlefield tactics discussion earlier:
When the followers leave the commander they lose the tactics promotions which may be Working As Designed. However if you have a guy that has already learned tactics I and II on his own, then link him to that commander and release him later, that unit will also lose the tactics promotions!
EDIT:
I have also discovered that this is also causing units to lose the freelancer promotion somehow. I had a ghost who I leveled up to drill IV, and racketeering II. I linked him to a commander which gave him tactics II then I gave him the freelancer promotion. I then unlinked him from the commander and it took off the freelancer promotion (which deals 100% damage thus killing the unit.) I reloaded and instead kept him linked to the commander but when he left the commanders range he lost it also.
I think the only solution is to just remove the battlefield tactics command promotion all together.
So... I could build a fort and then a Sit on top of it?
Related to the battlefield tactics discussion earlier:
...
I think the only solution is to just remove the battlefield tactics command promotion all together.
Scrubs and floodplains are features, right? So if the code is malfunctioning, you could build a sit on either of those.
def zeroAC(caster):
CyGame().changeGlobalCounter(-1 * (CyGame().getGlobalCounter()))
I think perhaps the code that prevents the AI from resting within range of a ranged attacker works a bit ~too~ well. If you move a strong archer (Gilden Silveric works great) next to a goblin fort and shoot the defenders, any damaged defender that doesn't heal to full strength the next turn will flee the fort to go heal. You can do the same thing with barrows, ruins, etc, just most useful for easily clearing out goblin forts.
Anyway, considering goblins are ~much~ easier to take out when not holing up in their pesky forts, this is probably sub-optimal behavior.
...Actually, I haven't tested this yet, but hopefully the same thing doesn't happen with cities? o.O
It seems my commander can't take the Religious Leader II promotion. It says "Cannot Purchase With Experience". But the tag in the xml file doesn't have a <bNoXP>1</bNoXP> value...
I want to be able to get my monks to enlightenment faster by using a nice Battlecommander3/religiousleader2 leader...
Doviello Chariot and Crossbowman art are broken. will fix later.
Elegy of the Sheiam and Hallowing of the Elohim are both broken. There's simply no code for them in onProjectBuilt. Does anyone remember exactly how they should work?
And lastly, we seem to have a bug with the GlobalCounter functions, unless I'm misunderstanding.]
My code
This should add (-1*AC) to the AC, which should result in setting it to zero. But it seems these get and change functions operate on seperate values.Code:def zeroAC(caster): CyGame().changeGlobalCounter(-1 * (CyGame().getGlobalCounter()))
As we know, there are kind of two Armageddon Counters. The displayed one, is a percentage. And used for triggering events and such. It seems that getGlobalCounter retrieves this value.
However, changeGlobalCounter modifies the less visible AC value which determines the displayed one. This scales with mapsize, and goes up to something like 300 on huge maps.
What this means, is that rather than setting to 0, my code reduces the current AC value by the current AC percentage.
On a standard map, where the max value is 170. If I max out the AC to 100%, there are 170 AC points. Using the above function, it sees that the AC percentage is 100, and so it reduces the ac value by 100. Resulting in an AC of 70/170 , or 41%. As opposed to reducing it to 0.
Ok, but where in the XML is that defined? I can't see any difference between this promo and the Religious Leader 1 Promo...bNoXP means you don't spend XP to gain the promotion (don't have to have a level available), the "Cannot Purchase with Experience" tag indicates that it is impossible to choose the promotion when levelling up, you must be granted it through a spell or start with it by default (this particular one is only available for a certain hero IIRC)
Not really... I hadn't made any changes to Acheron or in the pythons. I HAD made some changes to permit myself to train some other heroes (for civs that weren't in the current game) to which I wouldn't normally have access. But, as I said, I did check the "UnitClassInfos" and it WAS set to only "1" Acheron so I'm not quite sure how Bhall (if that's the correct diety) came up with five.Now that is an odd bug. Were you using any mods/modules?