In this save, I get an "end of turn" hang as soon as you end the current turn.
This is .41g.
Search found no mention of this.
2 lanun boarding parties in the same tile attack two caravels in the same tile from 2 triremes. both successfully captured their targets.
after the first fight, both the captured ship and the boarding party were in the tile the boarding party attacked from. after the second attack, both captured caravals were in the tile the boarding parties attacked from, however both boarding parties moved into the tile the ships were at, which ofcourse was now empty. This is unexpected, a unit moving after its move was concluded
assuming they would die without a ship present, i moved a trireme and both caravals onto the tile with the two boarding parties(one of the triremes was out of moves). end turn, and one of the boarding parties vanished. it seems a boarding party is tied to the ship it attacked from, and will not automaticly board a suitable empty vessel in the same tile. instead it will just die.
fortunately i was able to manual tell the unit to board one of the empty caravals and have it survive. But this strikes me as a bug, at the very least i think a better solution exists, though i understand, what with capturing ships that can't carry crew, it is also complicated. why doesn't the boarding party automaticly return to its base ship? its not at all intuitive.
edit:
i should also add, attacking from the land to a ship on the coast, causes the boarding party to be stranded in the sea, and the ship to be on the land tile the unit attacked from.
Did you hit "end turn" and see what happens? In my experience, after a boarding action that leaves a ship on the land and the boarding party at sea with no ship, they reset to the nearest "legal terrain" at the beginning of your next turn.
I have reached about turn 350 in Fall From Heaven 2 and since then I receive continually "failure to allocate video memory" and the game freezes or crashes. please explain to a novice how to fix this. thanks
if (!CvString(GC.getSpellInfo(eSpell).getPyRequirement()).empty())
{
CyUnit* pyUnit = new CyUnit(this);
CyArgsList argsList;
argsList.add(gDLL->getPythonIFace()->makePythonObject(pyUnit)); // pass in unit class
argsList.add(spell);//the spell #
long lResult=0;
gDLL->getPythonIFace()->callFunction(PYSpellModule, "canCast", argsList.makeFunctionArgs(), &lResult);
delete pyUnit; // python fxn must not hold on to this pointer
if (lResult == 0)
{
[COLOR="Red"]return false;[/COLOR]
}
[COLOR="Red"]return true;[/COLOR]
}
if (GC.getSpellInfo(eSpell).isRemoveHasCasted())
{
if (isHasCasted())
{
return true;
}
}
This behavior is depending on "addPlayerAdvanced" function in CvGame.cpp.Basium doesn't get free buildings from wonders that were built by his ally before he was summoned. Free buildings from wonders that are built after Basium was summoned work however.
I have reached about turn 350 in Fall From Heaven 2 and since then I receive continually "failure to allocate video memory" and the game freezes or crashes. please explain to a novice how to fix this. thanks
The PyRequirement is intentional. Everything which comes after that is checking if the spell will actually DO anything. All actual "Am I allowed to cast" checks come before that point.