It appears to me that the AI doesn't want to split the stack. Since the ranged units can't move after they use ranged attacks the rest of the army sits still with the ranged units. But the result is that a giant army never moves because I can put one worthless summoned unit next to it every turn which it destroys with ranged attacks but will not advance into the now-empty hex because it would mean splitting the stack.
Got it.I can verify that the Brigit problem persists in .23c (Brigit unit is not created upon moving to the Brigit held tile)
def postCombatBrigitHeld(pCaster, pOpponent):
pPlot = pCaster.plot()
if pPlot.getImprovementType() == gc.getInfoTypeForString('IMPROVEMENT_RING_OF_CARCER'):
pPlot.setImprovementType(-1)
pPlayer = gc.getPlayer(pOpponent.getOwner())
if pPlayer.isHuman():
t = "TROPHY_FEAT_RESCUE_BRIGIT"
if not CyGame().isHasTrophy(t):
CyGame().changeTrophyValue(t, 1)
def postCombatBrigitHeld(pCaster, pOpponent):
pPlot = pCaster.plot()
if pPlot.getImprovementType() == gc.getInfoTypeForString('IMPROVEMENT_RING_OF_CARCER'):
pPlot.setImprovementType(-1)
pPlot = pOpponent.plot()
pPlayer = gc.getPlayer(pOpponent.getOwner())
if CyGame().getUnitClassCreatedCount(gc.getInfoTypeForString('UNIT_BRIGIT')) == 0:
newUnit = pPlayer.initUnit(gc.getInfoTypeForString('UNIT_BRIGIT'), pPlot.getX(), pPlot.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
if pPlayer.isHuman():
t = "TROPHY_FEAT_RESCUE_BRIGIT"
if not CyGame().isHasTrophy(t):
CyGame().changeTrophyValue(t, 1)
0.23b
I can't seem to capture equipment. If I kill a unit in a city then equipment drops fine, but if I kill last defender and move in then it vanishes. I also killed Stephanos and got nothing from him. Not using HN units or anything.
Yeah, found and fixed the first one. But still looking for the secondTracked down the first exception
I don't know about the second... I never read the Statistics files...
About the lock-on between turns, I read somewhere that the scions function called each turn can do that... Don't remember where though. It seems like it was a fix...
Wolves are killed fast as they are weak, even for a scout. Lions are not that strong either, but both do spawn. I might merge wolf pack with wolves and lion with lion pride, keeping the higher strength. With animal dens, we do not need two units anyway.Ok 0.23c now! Not so much a bug, but I'm still seeing as many tigers as lions, wolves, gorillas, and elephants put together. Tigers are all over the place: Lions and wolves extremely rare, and I haven't seen a gorilla yet in 0.23b or 0.23c. Not one! There are a lot of griffins, some elephants, and tons of tigers.
I guess you are playing mechanos and have power plant building in your city? Any chance it melted/exploded?Withe patch C: I'm having an issue where workers and great people will occasionally despawn for no particular reason.
I've occasionally noticed it the turn after - sometimes a few of the units remain, with the "revived" promotion.
Glad to hear it works. But still, I have to find a way to fix the worker problem. Maybe just keep cove building, as it is linked to workboat anyway?In 0.22d
Playing as Scions, the AI Lanum built pirate coves in 3 out of his four coastal cities, from the point of view of flavour I would like to see it kept in if possible.
In the same game I had 4 never-ending turns (after Turn 300ish ), cured by reloading from 3 turns back each time; unfortunately by Turn 400ish I was getting CTD's instead .
Ok, I wanted to keep it as a move action to let it behave as a normal attack. But FF just got another point, so I will change it I think...It appears to me that the AI doesn't want to split the stack. Since the ranged units can't move after they use ranged attacks the rest of the army sits still with the ranged units.
Ok, as I ahve recently said, fixing one thing causes another bug... Will remove HN from equipment.0.23b
I can't seem to capture equipment. If I kill a unit in a city then equipment drops fine, but if I kill last defender and move in then it vanishes. I also killed Stephanos and got nothing from him. Not using HN units or anything.
That is not fair!! I have nothing against bug reports, just do not feel like reinstalling orbis just to test a savegame which crashes and hunt for exact cause, when I have just fixed some crashes. See the difference?@xalien: you should update to 0.23c. Ahwaric won't take bug reports into account if they're from obsolete version![]()
Orbis code is exactly the same as it is in FfH. Guess Brigit has some problems in FfH, too. Or is spawned somewhere else, but have yet to find it.The Orbis code lacks the "newUnit" part![]()
SorryThat is not fair!! I have nothing against bug reports, just do not feel like reinstalling orbis just to test a savegame which crashes and hunt for exact cause, when I have just fixed some crashes. See the difference?
I don't know either. Maybe something with the feat?Orbis code is exactly the same as it is in FfH. Guess Brigit has some problems in FfH, too. Or is spawned somewhere else, but have yet to find it.
Hey, don't be sorry, just wanted to clarify...SorryI just meant that...
I guess you should try my thread first. I will tell you if it's my additions or not. If it's not, I will report the bug here myself (or you'll do it if I don't).Question for both Opera and Awharic
I am currently playing the latest Orbis with the latest LeadersEnhanced ModModMod.
When I encounter repeatable bugs with saves (I get a bunch of pythonExceptions and some other glitches) should I report it here or in the LeadersEnhanced thread?
Also Awharic: will you get the code from Opera to have the option of only major or minor leaders?
Thanks a bunch (of bananas)!
Seems like your golems would get the Accuracy promotion, enabling bombard city.Another one with 0.23c unless I'm missing something. Blasting Workshop for Luchuirp doesn't seem to be working. I have a city with Blasting Workshop and Pallens Engine but when I build golems they only get the bonus from Pallens Engine (perfect sight). Shouldn't the golems have Fire II so they can cast fireball? That's what the building description says. I do have fire mana and such, obviously, or I couldn't have built the workshop in the first place.
Seems like your golems would get the Accuracy promotion, enabling bombard city.
I guess this is right for FFH. With Orbis (and FF?), there is now Ranged Combat. I guess this is why they don't get Fireball anymore. But I may be wrong.Huh. Okay thanks. The dumb FFH wiki says they get Fire II. I'm not believing anything that says from now on![]()
Is there a way to avoid getting the death mana from the Broken Sepulcher? In my game, I want to settle along a river the Sepulcher is connected to, so I will get the mana. I'm playing a good leader and I want to keep my good relations with my good neighbors...
I guess you are playing mechanos and have power plant building in your city? Any chance it melted/exploded?
If not, can you please provide a save?
Is there a way to avoid getting the death mana from the Broken Sepulcher? In my game, I want to settle along a river the Sepulcher is connected to, so I will get the mana. I'm playing a good leader and I want to keep my good relations with my good neighbors...