Nor'easter
Deity
- Joined
- Feb 25, 2007
- Messages
- 2,022
I forgot about Council of Esus. I've almost never adopted it myself -- whether playing base FfH or one of the modmods -- so it's not one I really think about.
This is still happening to me in every game. The Capitulation option seems like it may as well not exist in the latest version.I recently had a war where I reduced the Balseraph AI to one empty city with 1 population, with only the very last attack of the war made using a HN unit, and they still wouldn't accept capitulation. They still had Loki and a couple Triremes, but still. In fact, they wouldn't even give away their best tech in peace negotiations.
Seriously, something is very off about the AI's ability to appreciate the position it's in in a war.
Are you sure you have the feudalism tech, because I haven't had problems with capitulation?
By "a while", are you referring to time, war score, or relative power? In this case I had used a HN unit for the last kill, so the Malakim had literally zero units remaining when they refused to capitulate. They even refused to give up the one tech they had that I didn't.Yes, but I do know that if they REALLY hate you, it can take a while for them to capitulate, even when they should. One of the coders should have info on exactly what the capitulation requirements are?
This modcomp removes the CivilizationYieldType, CivilizationYieldChange and sections CivilizationYieldRiverChange from CIV4TerrainInfos.xml.
Assert Failed
File: CvInfos.cpp
Line: 11600
Expression: false
Message:
bool CvBuildingInfo::readPass3()
{
if (m_aszExtraXMLforPass3.size() < 1)
{
[COLOR="Red"]FAssert(false);[/COLOR]
return false;
}
m_iPrereqCiv = GC.getInfoTypeForString(m_aszExtraXMLforPass3[0]);
m_aszExtraXMLforPass3.clear();
return true;
}
This is still happening to me in every game. The Capitulation option seems like it may as well not exist in the latest version.
Hey Terkhen. I tried importing this code today and ran into an issue. I get an assert error on load when using a debug build.
There was a error on my part on the changes to how the readPass methods are executed. A line that should have been deleted caused CvBuildingInfo::readPass3() to run multiple times, which I guess that triggered the assertion on the second run. I have reviewed all changes for errors, just to be sure. I'm attaching an updated version, created against r1409.
Interesting. So if I had just waited long enough it would have become an option? I guess I should have just dragged the first war out another dozen turns instead of making peace and coming back for the last city in a second war. Still, this seems silly to me.The last time it happened to me, I had to wait like 10 turns, but they capitulated. Try to avoid getting EXTRA negative marks when you are at war with them.
I currently play Advanced Tactics, but no puppet states/revolutions. I had some bad experiences with the revolutions and puppet states code when I tried it, but that was a couple releases back.I havent seen a problem with it myself. I cant view any savegames from 2.4xx at the moment, but I'll revisit this issue after the 2.5 release.
In the meantime, you do have the option of playing with Advanced Tactics, and creating a Puppet State of the civ you're attacking. If you eliminate the civ, your Puppet State will become a 'legitimate' vassal.
The line 1008 of the following change was causing the issue:
https://bitbucket.org/Terkhen/extramodmod/commits/de8085fa99584a83548f0147d952bdb0fe4b4c15
As you can see, I forgot to remove the "for" line of the old readPass3 function for terrain, which caused the for loop of BuildingTypes::readPass3 (line 1018) to run again for each terrain type. The recently tagged 0.2.1 version should be free of that assertion.