Seon
Not An Evil Liar
...and he said "out of my border line".
I took a look at LagDemon's endless-turn save in post #474, and the reason seems to be that Margalard is UNITAI_ATTACK and is an animal. His AI endlessly attempts to move onto a tile with an improvement, can't because CvUnit::canMoveInto returns false for animals moving to an improved tile but aren't attacking this turn, so he is removed from his selection group, but in response AI_barbAttackMove again tries to move to the same tile to pillage.
if (!bAttack)
{
if (pPlot->getBonusType() != NO_BONUS)
{
return false;
}
if (pPlot->getImprovementType() != NO_IMPROVEMENT)
{
return false;
}
if (pPlot->getNumUnits() > 0)
{
return false;
}
}
if (!bAttack)
{
if (!m_pUnitInfo->isPillage())
{
if (pPlot->getBonusType() != NO_BONUS)
{
return false;
}
if (pPlot->getImprovementType() != NO_IMPROVEMENT)
{
return false;
}
}
if (pPlot->getNumUnits() > 0)
{
return false;
}
}
2 issues here:
- crash on end of turn (200 turns wasted )
- elven recon units in wolf form (marked as #1 & #2 in my savegame) use human models
<Button>Art/Interface/Buttons/Units/Galley.dds</Button>
Not sure if this is intended or not, but...
...Every unit I build in my capital starts with rabies
I've looked thru the xml and python, and I can't see anything that would be adding rabies on build.
Sidar Palace, Wild Haven, Song of Autumn, Tablets of Bambur, other normal mid-game buildings, sitting on a mushrooms bonus
2 issues here:
- crash on end of turn (200 turns wasted )
- elven recon units in wolf form (marked as #1 & #2 in my savegame) use human models
Thanks a lot, good catch! I can certainly use some review of my code (but this particular one comes from FfH). Still learning...My recommended fix for this issue is below.
Change the code in CvUnit::canMoveInto, just below the section modified for multibarb, from this
Also, anyone experiencing this issue in their current game and not wanting to modify the DLL could temporarily work-around it by disabling Margalard's ability to pillage. In CIV4UnitInfos.xml, you would find the UNITCLASS_MARGALARD section and change bPillage from 1 to 0. (If Margalard is the problem unit and you don't want to just delete him in world builder.)
Sadly, was a frequent crash (always at Belseraph yell)... but now I'm stuck in that EoT.
Damn, End of Winter it's very tough!
Is missing icon enough to cause CtD? Also, some of the crashes are related to inland cities so there may be something else to track down. It is probably connected to balseraph though, as every time I got CtD it was either balseraph city or a one at their borders.This crash is caused by a problem in the art definition for the balseraph-style galley. You can fix it yourself if you open up CIV4ArtDefines_Unit.xml and find the ART_DEF_UNIT_GALLEY_BALSERAPHS section. Change the <Button> line to be this:
hi guys im playing as cabalim n i got a galleass , but i dont know why i cant cross the ocean out my border line!! =/
You mean galleon or galley, civ_king? As there is no galleas unit in any offical version of Civ 4.I think the reason it was asked is that in "Vanilla cIV" (an expansion to FfH2) it can sail oceans IF they are within your borders.
How did you manage to build wild haven with no animal cages? It should be blocked.Disregard.
I figured it out. Apparently having Wild Haven with no animal pens = rabies.
*snip*
You mean galleon or galley, civ_king? As there is no galleas unit in any offical version of Civ 4.
Galleas is unable to travel ocean squares if not within cultural borders. It is documented in pedia - reading helps
*snip*
Thanks a lot, good catch! I can certainly use some review of my code (but this particular one comes from FfH). Still learning...
I think I will either disable pillaging for animals at all, or just allow them to enter improvements. I wonder though if the block of civ borders would not cause simillar problems. Or maybe I should just allow margalard, gurid and leviathan to visit civ countryside?
Also, as Opera said, there is probably some other problem.
minor query, when will 0.24 be released?
Unfortunatelly, not true. Twice.if past history holds true... then Ahwaric updates the changes and then later releases the same day. Its sunday, and the changelog in the bug report thread has been updated ... so it will probably be released today.
Unfortunatelly, not true. Twice.
First, I update when there is something new to add, while still working. SO update date only means nothing.
Unfortunatelly, not true. Twice.
First, I update when there is something new to add, while still working. SO update date only means nothing.
Second, there are some other things I want to fix (trait changes and group sizes from FfH 41b come to mind). So it will still take some time. It will be definetly out before next weekend, but that is all I can promise now. Sorry
Thanks a lot, that could explain endless turns in early game. It is probably caused by hill giants unable to enter cities. I should probably remove the block (will be able to attack), put a block on bombarding on units owned by barbarians () or remove the ability to bomabrd from giants ( pact of nilhorn ). Tough decidsion, help please!I found another endless turn when playing Scion. The cause is a hill giant attacking Luchuirp capital. It try to bombard the capital then causing endless turn. If it removed or change to unitai_animal or replace by a unit without bombard, the game can continue. For time being I've remove hill giant bombard ability and no endless turn since.
Btw, minor request, I add terrain_coast as impassable terrain for work_boat. So it can only move in cultural border, no more exploring using work_boat.
I thought that these are not meaningfull, at least most of them. Consumption was simply pathetic, anyone ever used it (with i.e. scholarship in the same category)?Huh? You removed the cultural values civic category? That's sad I liked Religion, Pacifism, Scholarship and Consumption. Well, I know it isn't that hard to add another category, put I just thought to react
True, I did not explain it much. But Opera and civ_king didI'm not sure I understand the patch changelog. How do Grigori get adventures if the palace and guild no longer produce adventurer points and the tavern is removed? Isn't making adventurers the whole point of Grigori?
Thanks a lot, that could explain endless turns in early game. It is probably caused by hill giants unable to enter cities. I should probably remove the block (will be able to attack), put a block on bombarding on units owned by barbarians () or remove the ability to bomabrd from giants ( pact of nilhorn ). Tough decidsion, help please!