cthom
3,011,451,295
It doesn't give you the whole tech, just some research points towards it.
duh.
It doesn't give you the whole tech, just some research points towards it.
I couldn't get any XP from Malakim tigers when my highly experienced units, but could from my lower xp units. I assume the line is drawn at the 100xp cap, even though these animals are not barbarian or hidden nationality.
I also had an Oasis block my line of sight. I had a unit on the Mirror of Heaven, and could see normally except that the oasis tile beside the mirror blocked a straight line behind it.
Horse Archers and other equivalent units with high innate withdrawal chance (such as Kythra) cannot purchase a Flanking III promotion if civ leader had Defender trait.
May be 85% withdrawal chance is a maximum?
Tested with Armelanchier and his Fyrdwels.
Real problem is that Knights with Homeland promotion cannot get immunity for first strikes via Flanking III.
Actually the withdrawal thing was solved and posted during the last version. You just need an IF (Promotion gives Withdrawal) statement to block the IF (Withdrawal with new promotion is too high) check.
Also, the Guardsman not working thing is due to the order in which the units are checked. The targeting program works by cycling through the units in the order they are listed, so attacking a stack works like this:
Stack:
1 - Warrior 1
2 - Adept
3 - Archer
4 - Warrior 2
If a normal unit attacks, the game says:
1 - You are not targeting anything yet, so target this warrior
2 - This Adept is a worse defender, keep targetting the warrior
3 - This Archer is a better defender, target him now instead
4 - This warrior is a worse defender, so keep targetting the archer
If a Marksman attacks:
1 - You are not targeting anything yet, so target this warrior
2 - This Adept is a worse defender, target him now instead
3 - This Archer is a better defender, so keep targetting the Adept
4 - This warrior is a better defender, so keep targetting the Adept
If you give the second warrior Guardsman:
1 - You are not targeting anything yet, so target this warrior
2 - This Adept is a worse defender, target him now instead
3 - This Archer is a better defender, so keep targetting the Adept
4 - This warrior has Guardsman and you have Marskman, so target him instead
BUT, if you give the FIRST warrior Guardsman:
1 - You are not targeting anything yet, so target this warrior
2 - This Adept is a worse defender, target him now instead
3 - This Archer is a better defender, so keep targetting the Adept
4 - This warrior is a better defender, so keep targetting the Adept
The issue is that the code doesn't bother to check if the current defender has Guardsman. So if the Guardsman unit is not the last one checked, then the code goes bonkers and messes things up on you.
So I am playing Faeryl Viconia, leader of Svartalfar. Up to this point I've had no religion.
Amalanchier beat me to FoL, but I eventually got to it. The normal Disciple of Leaves spawned in a city, and I had the Disciple add the religion to the city.
I get the little pop-up asking me if I want to convert to FoL because it will increase happiness in my cities, etc., and I said yes.
I'm still evil (nyuk nyuk)! I thought FoL would change me to neutral? Charadon took over one of Amalanchier's cities with FoL and he adopted it as well; he's still evil too. I can't post a screenshot or save game now (at work) but will later on tonight.
.34 patch g.
1. ... These were immediately attacked, so I guess these don't have the same invisibility. When one baby got promoted to a giant spider it did become invisible. Not sure if this is as intended because I can't find the Civilopedia entry for baby spiders.
2. When the spider explored a lair and got teleported to another continent, it initiated contact with 3 new civilisations - even though it is "hidden nationality"?
2008/10/29 20:51:24 Art define ART_DEF_BUILDING_PACT_OF_THE_NILHORN already defined in /mnt/net/uberpoolya/Civ4/Beyond the Sword/Mods/Fall from Heaven 2 034/Assets/XML/Art/CIV4ArtDefines_Building.xml
2008/10/29 20:51:24 Art define ART_DEF_BUILDING_AQUEDUCT already defined in /mnt/net/uberpoolya/Civ4/Beyond the Sword/Mods/Fall from Heaven 2 034/Assets/XML/Art/CIV4ArtDefines_Building.xml
2008/10/29 20:51:24 Art define ART_DEF_BUILDING_MONUMENT already defined in /mnt/net/uberpoolya/Civ4/Beyond the Sword/Mods/Fall from Heaven 2 034/Assets/XML/Art/CIV4ArtDefines_Building.xml
2008/10/29 20:51:24 Art define ART_DEF_MOVIE_GREAT_LIGHTHOUSE already defined in /mnt/net/uberpoolya/Civ4/Beyond the Sword/Mods/Fall from Heaven 2 034/Assets/XML/Art/CIV4ArtDefines_Movie.xml
2008/10/29 20:51:25 Art Define ART_DEF_UNIT_IMP_ILLUSION was not defined!
2008/10/29 20:51:25 Art Define ART_DEF_UNIT_IMP_ILLUSION was not defined!
2008/10/29 20:51:25 Art Define ART_DEF_UNIT_IMP_ILLUSION was not defined!
2008/10/29 20:51:25 Art Define ART_DEF_UNIT_HUNTER_SIDAR was not defined!
2008/10/29 20:51:25 Art Define ART_DEF_UNIT_HUNTER_SIDAR was not defined!
2008/10/29 20:51:25 Art Define ART_DEF_UNIT_HUNTER_SIDAR was not defined!