Justicar333
Warlord
You hit it right on the head of the nail Draconian. Thanks for explaining, can examine the terrain for future battles.
Bug in 0.32l: If Barbarian World is activated and an AI civ starts inside the city radius of one of the barbarian cities, they will never found their first city. They will just stay put, send out their scout and wait for getting smashed.
I have an odd situation where I cannot promote some units with well over the required experience.
I don't mean that I have used all the promotions possible, these units have around 50 experience. They are not withered.
The units in question are both Hippus Horse Archers with 3-4 promotions already, and around 10 experience over the required amount. They may have leveled up withdrawing, perhaps that was the problem.
Sadly the percentage for Withdrawl allowed is not above 100% but above 85. A fix whould indeed be nice...
<Define>
<DefineName>MAX_WITHDRAWAL_PROBABILITY</DefineName>
<iDefineIntVal>90</iDefineIntVal>
</Define>
I think it would probably be fine to remove the block altogether. What effect would setting that define to -1 have?
The problem with the Barbarians not attacking Minister Koun could be a serious bug.
Barbarians are set to be at war with other Civilizations in the following Cases:
- All Civs at the start of the game (this is blocked for Barbarian Trait Leaders)
- When a Barbarian Trait Leader's score is too high
There is no routine set to make the Barbarians go to war mid-game other than the score factor, and that is only relevant for Barbarian Leaders.
This issue does not arise for Hyborem, because he is Barbarian Trait, so ought to start at Peace, and the normal routine will cause War based on his score.
This issue does not arise with Basium and 1 possible Koun, because they start Allied with the initial player, thus share his Diplomacy, to include the war with the Barbarians.
This issue DOES arise for the other incarnation of Koun who does not start allied with anybody, and is not a Barbarian Leader. Thus he starts with a clean slate for Diplomacy, and will never have war forced on him due to score issues.
Are units with 100% withdrawal still killable (without tricks, at least)? If not, that's a major concern.
Would the AI know how to kill/deal with units with 100% withdrawal?