[UNIT] Inquisitor mystery.

That is what I described.


I don't understand what you mean? You said you were using SVN version.
I was using Stable Release Version as a separate folder (it has its own C2C.bat, after all), while having the SVN folder next to it (and not playing it for quite a while).
Each time a new release happened, I simply deleted the SR folder and installed C2C anew from the download.
Now, after I tested the (wonderfully improved) v40, I decided that maybe SVN was a good option as well.
But instead of simply running SVN's own C2C.bat, I decided to Export it in place of the v40 folder.
NOT OVERWRITE IT - REPLACE ENTIRELY.
And that's when I first saw the issue that led to this thread's creation.
But after updating SVN once again and Exporting it once again - the issue SEEMINGLY disappeared (minus the delay I think I felt).
So now there's no point in uploading saves, since the game runs on the latest SVN anyways.
And by that I mean TODAY's update, which (all FIVE files or so) I copied on top of the previous Export, thus updating it to today's SVN version.
So I'll continue playing anyways (the game seems interesting now) - and IF I see that bug come back, I''l report it.
Is it clear now?
 
Nothing wrong with using the SVN that way, I've had it in a separate non-playable location for 8 years, doing exports or copied the changes into my playable folder manually if there's only a few changes to avoid a full export.
I don't see why a player, or mod-modder, should do it this way though. Better to just play directly from the folder then. Having the SVN folder in an unplayable location can, as far as I can see, only be practical for someone with SVN commit privileges who manages multiple SVN folders and also makes and plays multiple modmods and thus needs extra sanity control and file organization structures to not mix stuff up wrongly. Now no one can commit changes on SVN directly due to us moving to git, so there's little reason to not play directly from the SVN folder for anyone anymore.
 
Nothing wrong with using the SVN that way, I've had it in a separate non-playable location for 8 years, doing exports or copied the changes into my playable folder manually if there's only a few changes to avoid a full export.
I don't see why a player, or mod-modder, should do it this way though. Better to just play directly from the folder then. Having the SVN folder in an unplayable location can, as far as I can see, only be practical for someone with SVN commit privileges who manages multiple SVN folders and also makes and plays multiple modmods and thus needs extra sanity control and file organization structures to not mix stuff up wrongly. Now no one can commit changes on SVN directly due to us moving to git, so there's little reason to not play directly from the SVN folder for anyone anymore.
I think if you are using modmods (even if it is just a single one), you would still have better control if you didn't use the SVN folder directly. And if you have a bad internet connection you might want to update the SVN whenever possible, even if you don't like a particular change (might be less relevant now that SVN is the more stable branch).
 
Nothing wrong with using the SVN that way, I've had it in a separate non-playable location for 8 years, doing exports ….
Now no one can commit changes on SVN directly due to us moving to git, so there's little reason to not play directly from the SVN folder for anyone anymore.

Old habits die hard. :):lol::thumbsup:
 
Please can inquisitors purge religions in cities of another civilizations if their religion is same as players? Today is really hard to win with religion in later eras and only way how to purge religions in another civs are spies. It can help players to try another way of victory. :please:
 
I don't think that would be a really good idea, especially if the other civilization is more tolerant than yours. Inquisitors operate out in the open and rely on being backed by the government. What exactly are these Inquisitors in other nations going to threaten the people who disagree with?

Worst case these Inquisitors would become a new version of the infamous lawyers from CtP - where you cannot do anything against their mighty attacks, no matter what your own laws are.
 
They would need open borders, same religion and can be attacked by any unit with hidden nationality. So they would not become unstopable unit as you suggest. And of course they are aviable at the beginning of medieval era when most of religions are already founded. If you still afraid they would become too strong than civ free church can ban them with judge maybe, but i dont think its needed.
 
Actually I thought inquisitors could already do that, the code for religious victory was written in such a way that they check other players cities as potential targets. @Thunderbrd hopefully will remember that discussion, and can say what is actually intended?
 
Actually I thought inquisitors could already do that, the code for religious victory was written in such a way that they check other players cities as potential targets. @Thunderbrd hopefully will remember that discussion, and can say what is actually intended?
Yeah, that's intended.

However, I can't say I've personally reviewed their AI and while they are 0 strength units, I don't see bSpy or bInvisible on them so they also aren't a flawless espionage style type unit either. TBH, I'm not 100% sure how they are supposed to function exactly but I would like to make some changes to them.

With that in mind, it would be nice, true, if they were to be made something of an alternative criminal, having a strength, blend with city, etc...

BUT, the problem with this is that they'd only be a one era pony at that point unless you make them have an upgrade path. And would they?

The alternative would be to make them more like a spy, subject to all the basic espionage rules and being invisible and without strength, but then their mission needs to make them detectable and capturable like any other spy or we have no way to defend against them.

They may currently be not really either but only subject to being sent in wherever they have open borders or they're going to be denied entry and that makes them something of an adjusted missionary. I suppose that's really what they are supposed to be considered.

They are/were (not sure where we just recently landed on this) generating a lot of gold (a LOT of gold) for each religion they take out of the city they target with an inquisition. However, I'm really not sure that gold is really the best reward, or perhaps it should simply be a few commerce boost for the round or something. I would also like to see it become a more intricate mission, perhaps even with promotions for the unit to develop its ability to perform it better as it goes. I feel only one religion at a time should be eliminated, selected from a popup list, so that it can be useful for specifically targeting a particular religion while leaving others alone.

NONE of this is likely to be taking place any time soon, but I guess I'm looking for overall design feedback on how we really want these things to operate.
 
LOL, I'm just using them to run a One True Religion World Conquest self-quest.
I never paid attention that you actually even GAIN something from their missions - but that's because I always play on Settler to begin with.
My goal isn't about my game play limits, but for now it's simply "to get to the end of the tech tree, dammit", loool.
Heck, the only REAL reason I made it a world conquest (and not a solitary survival, like in my Alien Planet suggestion), is because of cultures and resources.
For the former I'd need a lot of different base_culture civs, and the latter means I need a lot of area to get those resources from to begin with.
But I do try for a One Player Earth Run once in a while, uhu.
 
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