Pie's Ancient Europe

I honestly think the whole idea of being able to dismount and move further afterwards is flawed. If you drive 5km with a car, and compare that to moving 5km with same car and then getting out and walking another km, do you really get faster by walking? No, you might get further but it also takes a lot more time. You would have been able to get a lot further if you had stayed in the car and continued driving instead of walking.

If moving 2 tiles (= spending 2 movement points) takes you 1 turn while riding a horse, dismounting at the end should not enable you to move an inch further since you already used up that turn's timeframe.
The only possible option: if you move 1 tile (half your movement turns) and then dismount, you should still have 1/2 movement point left - because it took you half a turn's time to move 1 tile when your total movement points on the horse were 2, so after dismounting you have half a turn's worth of movement points left for the footsoldier.
 
You'll probably attack me with horde of axemen for keep talking about it :p

I am not sure if the dismount/remount can give advantage of riding away from a battle. As a horse-type unit, Mounted Swordsman can always move a tile away after withdrawing from attack, providing there's mv pt left. However, if it attacks as Shortswordsman, even if it has withdraw ability, after withdrawing from battle, it already uses up the mv pt, so it can't mount and run away anymore. Maybe I am looking at the wrong scenario?

One more thing (I'll take my chance to have to defense my house from your stack of doom) about this pesky Mounted Swordsman :). You probably are aware of it, but I thought I just mentioned it. Mounted Swordsman and Shortswordsman have different set of promotions. However, because I can dismount from horse, or mount a horse, I can have a mounted unit with melee's promotions, or a melee unit with mounted's promotions. It may gives slight advantage (mounted unit with anti-melee promotions and/or woodsman ability, or melee with flanking promotions). Unfortunately (or fortunately), AI won't have any idea of how to take advantage of these mount/dismount abilities.
 
So, maybe I have to stop moving points when mounting or dismounting, what's better ?

What would you like?

Promotion: yes, but there is no other way to mention this. I have to let it like this, because it would be bad, if you lose a promo because of dismounting...
 
I think I understand what you want to do with Shortswordsman/Mounted Swordsman. However, I don't think it'll do well in this case. I am not sure if it can be implemented well at all because the two type has different movement point(s). If it is possible, I think Fuyu's suggestion would somewhat solve the issue at hand.

About promotion: yes, I'd hate about losing promotion just because of dismounting/mounting as well. Personally, I don't mind the current setup, it gives me some interesting mount-type units. With Phalanx and Shock promotion, which gives +50% vs melee, I can have a mount-type unit with 5-str based (that gives 7.5 str when attacking melee). This is better than chariot (not hittite or egyption's version) with 50%+%25 (shock), which only give total 7 str when attacking melee. The only problem I see is AI does not know how to do this.

Also, there have been few cases where I saw AI built Emigrant, instead of Settler, and move it to an island. I think the AI think Emigrant is an upgrade of Settler and does not know that it cannot built city with Emigrant.

I am also curious to know what kind of scenarios will be included in the next version. Throw us few bones if you feel gracious :D
 
Yes, I will try Fuyu's suggestion.

About promos: yes, some cheating for humans... I hope it helps ;) but in a multiplayer game it gets interesting again ;)

Emigrant: settler: oh, thanks, I'll check that
But I created the emigrant because of the possibility of razing an own city.

New szenarios? When I should add some, it will last longer .... I do not know yet...
 
A bug I think. My Merc. Gaul was attacking enemy's Axeman, and won with the following messages:
388 BC: The enemy unit Axeman could barely escape!
388 BC: A defected enemy unit Axeman has subjected to your rule and fights on your side by now!
388 BC: Your Merc. Gaul has destroyed a Axeman!

So, the Axeman was destroyed, however, it switched side to my empire, as well as, escape! Unless a unit can split into 2 or 3 units, or break the law of physic, I don't think this is intended?

Minor bug, that 2nd line of the message would be better with the following paraphrase:
A defected enemy unit Axeman has subjected to your rule and now fights on your side!
 
I just started playing this mod and I thought this problem wasn't a big deal, but now the game's crashing. This error shows up when I load the mod. The game still plays so I dunno what's up with thus


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What can to make it stop crashing? I'm using Beyond the Sword on an intel mac
 
I just started playing this mod and I thought this problem wasn't a big deal, but now the game's crashing. […] I'm using Beyond the Sword on an intel mac

That's something mac related that only occured in the latest version. I already looked into the files that caused the error (-> Textwrangler -> "zap gremlins") only to make things worse… But I didn't have any crashes related to those xml loading errors. So, just post your save file before the crash, hopefully Pie or someone else can help you.
 
It doesn't crash at one specific point. I can pick up from a save point and go some turns but it'll crash at some point without fail now. I guess I can try making a new game in the mod and see if starts doing it again. I could include the error report information the mac crash popup thing brings up if it'll help
 
I'd need the PythonErr.log file in MyGames/BTS/Logs folder. not the PythonErr2 file.
You have to activate Python logging in MyGames/BTS/Civ4.ini ( I did forget the correct name) ... to change with a text editor.
 
I changed logging enabled to =1
After that I played till it crashed but the pythonerr.log still has nothing in it.

My console application tells me that 7/19/10 4:36:11 PM com.apple.launchd[172] ([0x0-0x67067].com.aspyr.civ4bts[17664]) Exited abnormally: Bus error
 
oh... then we can exclude python as a possible cause. maybe a civ bug? always try to play some autosaves before. but this shouldn't be a all time problem. perhaps this problem doesn't occur anymore when playing a new game... but I don't know.... ;(
 
I am on the way to start creating PieAncientEuropeIII.

There will be again some new features.

I will keep you up2date ....
 
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