In XML?
In LeaderHeadInfos.xml I only see a setting for Unit AI weighing. Eg 100 pillage AI weight.
Sorry, your right.
In XML?
In LeaderHeadInfos.xml I only see a setting for Unit AI weighing. Eg 100 pillage AI weight.
Found a bug in the immortal promotion. Or I think it's not intended.
With the immortal promotion, if a unit gets banished (3rd level death divine spell) or gets their transport sunk from under them, they will not respawn as they seem to not have "died" according to the game, and are simply lost. Much to my dismay, when I lost Eurabartes while partaking on a naval invasion of my strongest foe. (Multiplayer game)
well since hell isn't going to be implemented...I can understand being ticked off about having one's ship sunk under them and not being reborn, but the side-effect of the Banish spell... heh, I like it.
if (GC.getUnitInfo(eUnit).isPrereqBonuses())
{
if (GC.getUnitInfo(eUnit).getDomainType() == DOMAIN_SEA)
{
bValid = false;
for (iI = 0; iI < NUM_DIRECTION_TYPES; iI++)
{
pLoopPlot = plotDirection(getX_INLINE(), getY_INLINE(), ((DirectionTypes)iI));
if (pLoopPlot != NULL)
{
if (pLoopPlot->isWater())
{
if (pLoopPlot->area()->getNumTotalBonuses() > 0)
{
bValid = true;
break;
}
}
}
}
if (!bValid)
{
return false;
}
}
else
{
if (area()->getNumTotalBonuses() > 0)
{
return false;
}
}
}
if (area()->getNumTotalBonuses() == 0)
{
return false;
}
}
}
Hello. I am having a weird problem lately that has me stumped. I tried to find a similiar problem but I had trouble searching.
Anyway, for some reason my Adventurers won't gain more than 100xp. I can't explain it. If anyone knows why this is happening or how to fix it that would be great.
Free xp from the hero promotion stops at 100.
As does xp from fighting barbarians.
Upgrade the adventurer to something that can fight and go start a war with your neighbor. A 100xp hero unit should be able to clean up unless you are too far behind in technology.
If the melee units are fighting barbarians they will not gain any xp from it over 100.
They need to fight with the units of another civilization to gain more after that (or have the raider trait, or a great commander attached)
the magic adventurers continue to get xp because the xp that every mage slowly generates does not have a hard cap.
If the melee units are fighting barbarians they will not gain any xp from it over 100.
They need to fight with the units of another civilization to gain more after that (or have the raider trait, or a great commander attached)
the magic adventurers continue to get xp because the xp that every mage slowly generates does not have a hard cap.
bPrereqBonuses (from the Civ4UnitInfos.xml file) does not work correctly for ground units.
from CvCity::canUpgrade
This means that a ground unit with bPrereqBonuses set to true in an area with one or more bonuses will fail this function. This is exactly the opposite behavior of sea units. I would change the last if statement above to:Code:if (GC.getUnitInfo(eUnit).isPrereqBonuses()) { if (GC.getUnitInfo(eUnit).getDomainType() == DOMAIN_SEA) { bValid = false; for (iI = 0; iI < NUM_DIRECTION_TYPES; iI++) { pLoopPlot = plotDirection(getX_INLINE(), getY_INLINE(), ((DirectionTypes)iI)); if (pLoopPlot != NULL) { if (pLoopPlot->isWater()) { if (pLoopPlot->area()->getNumTotalBonuses() > 0) { bValid = true; break; } } } } if (!bValid) { return false; } } else { if (area()->getNumTotalBonuses() > 0) { return false; } } }
Code:if (area()->getNumTotalBonuses() == 0) { return false; } } }