Is this bug fixed yet: https://bitbucket.org/Tholal/more-naval-ai/issues/95/mercurians-do-not-get-free-buildings-from
thanks
thanks
i tested the shard of courage today and i see no such issue appear. can you replicate it ?
also, the Jotnar module that is inside the inactive modules folder works ok for me, no apparent crash
if (GC.getProjectInfo(eProject).getHideUnits() > 0 && !GET_PLAYER(getOwner()).isHideUnits())
{
iValue += GET_TEAM(getTeam()).getAtWarCount(true) * GC.getProjectInfo(eProject).getHideUnits() / std::max(1, GET_TEAM((TeamTypes)iI).getHideUnits());
}
if (GC.getProjectInfo(eProject).getSeeInvisible() > 0 && !GET_PLAYER(getOwner()).isSeeInvisible())
{
iValue += GET_TEAM(getTeam()).getAtWarCount(true) * GC.getProjectInfo(eProject).getSeeInvisible() / std::max(1, GET_TEAM((TeamTypes)iI).getSeeInvisible());
}
if (isHasPromotion((PromotionTypes)iJ))
{
iNumApplications = countHasPromotion((PromotionTypes)iJ);
if (GC.getPromotionInfo((PromotionTypes)iJ).getMutationMaxApplications() >= iNumApplications)
{
iNumApplied = 1;
}
else if ((iNumApplied + countHasPromotion((PromotionTypes)iJ)) > GC.getPromotionInfo((PromotionTypes)iJ).getMutationMaxApplications())
{
iNumApplied = GC.getPromotionInfo((PromotionTypes)iJ).getMutationMaxApplications() - countHasPromotion((PromotionTypes)iJ);
}
}
That's an issue we have too ?Is this bug fixed yet: https://bitbucket.org/Tholal/more-naval-ai/issues/95/mercurians-do-not-get-free-buildings-from
thanks
good point, i'll fix that.Code:if (GC.getProjectInfo(eProject).getHideUnits() > 0 && !GET_PLAYER(getOwner()).isHideUnits()) { iValue += GET_TEAM(getTeam()).getAtWarCount(true) * GC.getProjectInfo(eProject).getHideUnits() / std::max(1, GET_TEAM((TeamTypes)iI).getHideUnits()); } if (GC.getProjectInfo(eProject).getSeeInvisible() > 0 && !GET_PLAYER(getOwner()).isSeeInvisible()) { iValue += GET_TEAM(getTeam()).getAtWarCount(true) * GC.getProjectInfo(eProject).getSeeInvisible() / std::max(1, GET_TEAM((TeamTypes)iI).getSeeInvisible()); }
Search for these lines in CvCityAi.cpp
std::max(1, GET_TEAM((TeamTypes)iI) doesn't seem to make any sense.
In fact, if you remove the declaration if il at the top and replace all for loop with declaration of il, iI is undefined here.
Similarly in CvUnit.cpp
Code:if (isHasPromotion((PromotionTypes)iJ)) { iNumApplications = countHasPromotion((PromotionTypes)iJ); if (GC.getPromotionInfo((PromotionTypes)iJ).getMutationMaxApplications() >= iNumApplications) { iNumApplied = 1; } else if ((iNumApplied + countHasPromotion((PromotionTypes)iJ)) > GC.getPromotionInfo((PromotionTypes)iJ).getMutationMaxApplications()) { iNumApplied = GC.getPromotionInfo((PromotionTypes)iJ).getMutationMaxApplications() - countHasPromotion((PromotionTypes)iJ); } }
I did encounter that free building bug with version 13 of final fixes reborn. Pretty sure it's still there.That's an issue we have too ?
good point, i'll fix that.
I just tested with version 14.11. It wasn't fixed. But it was fixed in More Naval AI. You can ask Tholal for more information.ok then, i'll take a look.
There's now only 2 starter techs. And you've finally drawn arrows for all the techs.Edit : Also, i've finally gotten to do something that was requested a while ago, let's see if people can guess what it is from the screen ^^
Prepare Expedition costs fewer hammers than a Settler, but doesn't use food as well as hammers - so if you've got a low-food capital it doesn't delay growth as much, and frankly it works out to take around the same time in both cases.Hey There, may I ask some questions about the Austrin?
Whats the gain to build a new city with a scouting unit instead of a regular settler? If I want to found a city with a scout I ´ve always to build up a expedition first every time, right? Isn ´t it better to just build settlers , should be less needed hammers? Or does a city founded by scout has any special advantages?Thx in advance.