LightAcolyte
Chieftain
- Joined
- Aug 4, 2013
- Messages
- 30
Sure, the glitch as mentioned by MagisterCultuum is:Can you elaborate on the glitch? I don't know what you mean.
This glitch also seems to be why Lucian can appear with this option, but under no other circumstances with Advanced Start (right now the Doviello can't get Lucian at all this way, but I did test setting iCost to 2 and AdvancedStartCost to various values). The former works seamlessly without any scripting with a slightly delayed start for Lucian, but the latter will not allow Lucian to be built on AdvancedStart without MagisterCultuum's identified glitch.What really surprised me was that when I clicked the "Build Improvements (Automated)" button I found that the game added a lot of copies of units that no one should ever be able to build at all. I talking hundreds of Great Engineers, Odios, Greysons, Abaddons, Mary Morbuses, and other Heroes that have a cost of -1 and are only supposed to show up from events or spells cast on unique features. Such units did not appear on the list of those I could add manually, but if I clicked the automate building again more would show up.
As an aside on Advanced Start: the AI should also be disabled from using their World Spells for a grace period I think (minimum 1 turn in all cases). If the AI increase pop. enough for the Calabim to think their world spell is a good plan, but human players didn't do any pop. increases (because due to difficulty they have less points to spend or because there were better ways to spend), this can be especially poor timing. On the other hand, the Luchuirp may be justified to use their World Spell as early as turn 1, but sometimes they will use the spell even before they technically have their cities in place which prevents them from getting the benefits of it (i.e.: Golden Hammers to turn into free Engineer specialists). Sometimes the Doviello also use their World Spell with no units...which creates no Wolf units unsurprisingly.
I totally agree with that and also that Barbarian gold should not be set to 0. Keep in mind they do pay for unit costs still, so without changing anything on the Animal Units for them, they can be prevented from gaining any gold for upgrades much longer. As for reducing Barbarian research to 0, I'm not sure that's really necessary: but, if the Barbarians also take a city with free Sage/Scientist specialists, it seems weird they get no benefit to me at all on the flip-side. Though, I understand your point that the Barbarians aren't really all supposed to be the same civilization working together. (smile)Exactly, all units always upgrading at the same time might be weird.
This displays when playing as the Khazad before founding a city
I get the same error with the Khazad.
I think having lizardmen not leave their ruins (and also not spawn more than 1 or 2 per ruin) until a good amount of turns has passed, maybe 70-80 or so (early game turns are fast with often little progress), would be quite good.
This could simply be setting a "Held" or "Immobile" for X turns effect on spawning or using the Lairguardian AI for more than just typically one unit at a time, so that "Lizardman" units do not quickly leave their Ruins. However, 70-80 turns is a crazy number of turns on Quick speed, and really only reasonable on Marathon speed. My personal opinion would be that 10/20/30/40 "Immobile" turns for Quick/Normal/Epic/Marathon would be appropriate for current Lairguardian AI assignment on Ruins, and would help ensure these locations stay defended and last longer into the game. This means the second unit spawned would never do so sooner than turn 12/22/32/42 and the chances of that happening for a Lizardman unit from one Ruins would be infinitesimal...lest three Ruins at once.
Oh and finally, my friend and me tend to get a lot of OOS sometimes when playing multiplayer.
Wow...after thousands of turns across dozens of games on this version, the only time my friends and I have ever got an OOS was when an XML or Python file wasn't matching for something that was invoked during the play session. If you all play from an exact copy of the Assets mod folder under "More Naval AI," I don't know why this would be happening unless one or more of you have changed Assets without using mods under Civ4 or BTS. I have played with some people who made changes to Assets in Civ4 or BTS folders (and not correctly like they should have under separate Mod folders for their customizations), or who have Custom Assets in their My Documents folders, that can cause OOS. To help lfgr out, if you detected any commonalities before OOS or had logging enabled: would you please share it? (smile)
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