You are very welcome! I am glad if I can help you a little bit in making this great game even better!Yeah apparently they go obsolete at teleportation tech. I will just remove the obsolete tech for Tire Resource for now. Thanks again for reporting!![]()
You are very welcome! I am glad if I can help you a little bit in making this great game even better!Yeah apparently they go obsolete at teleportation tech. I will just remove the obsolete tech for Tire Resource for now. Thanks again for reporting!![]()
That is an Ambusher in the screenie. btw Welcome to CFC and trying the great mod, C2C![]()
Yeah I know. It is my Ambusher. I try to target the invisibel chaser but I can't get him. U only see him between the turns.
3) I was able to confirm that hand rams can bombard cities and that battering rams as well have the proper xml. Thus, I'm inclined, without a save to analyze, to believe that its possible that the cities they were next to where they could not bombard defenses were simply cities that did not HAVE any defenses to bombard (I've been thrown by this at times too...)
Ok, please get me that save immediately if you find there IS a problem there!


Ew... I'll take a look but this might not be one I will find within my skill set.The attached savegame hangs when I finish the turn. No crash, just nothing is happening, without any warning. In the Windows Task Manager there is a slow but constant increase of memory usage by Civ4BeyondSword.exe, starting around 1.2 GB. CPU usage is 13% which means about 90% for one hyper-threaded core.
No worries. May have well derived from the read/write bug Koshling fixed earlier. Just glad its not brokenSorry it took so long. First I had to wait for the peace treaty to wear off. Then when I did declare war 1 city had no defenses, then the next went into rebeling. So here is one with 10% defenses. However to my surprise the Ram had City Bombard button!
I have no idea why or how its back but thank goodness it is. I would still be on the look out for the bug. But I suspect maybe it was a problem with cities displaying a defense when they really have 0%.
Sorry I could not provide you with a save. But its apparently not broken now.![]()

That makes no sense. The National Aluminum Smelter is in my mod folder, not civplayer8's mod folder.
It's a missing reference TO that building. So perhaps the reference is misspelled?
void CvPlayer::updateTradeRoutes()
{
PROFILE_FUNC()
CLLNode<int>* pCityNode;
CvCity* pLoopCity;
CvCity* pListCity;
CLinkList<int> cityList;
int iTotalTradeModifier;
int iLoop;
for (pLoopCity = firstCity(&iLoop); pLoopCity != NULL; pLoopCity = nextCity(&iLoop))
{
pLoopCity->clearTradeRoutes();
}
cityList.clear();
for (pLoopCity = firstCity(&iLoop); pLoopCity != NULL; pLoopCity = nextCity(&iLoop))
{
iTotalTradeModifier = pLoopCity->totalTradeModifier();
pCityNode = cityList.head();
while (pCityNode != NULL)
{
pListCity = getCity(pCityNode->m_data);
if (iTotalTradeModifier > pListCity->totalTradeModifier())
{
cityList.insertBefore(pLoopCity->getID(), pCityNode);
break;
}
else
{
pCityNode = cityList.next(pCityNode);
}
}
if (pCityNode == NULL)
{
cityList.insertAtEnd(pLoopCity->getID());
}
}
pCityNode = cityList.head();
while (pCityNode != NULL)
{
getCity(pCityNode->m_data)->updateTradeRoutes();
pCityNode = cityList.next(pCityNode);
}
}
I got the oddest message when trying to open this:The attached savegame hangs when I finish the turn. No crash, just nothing is happening, without any warning. In the Windows Task Manager there is a slow but constant increase of memory usage by Civ4BeyondSword.exe, starting around 1.2 GB. CPU usage is 13% which means about 90% for one hyper-threaded core.

You misnamed the aluminum national smelter BUILDING_NATIONAL_NATIONAL_SMELTER_ALUMINUM.Well if its in civplayer8's mod then I guess he would be the one to ask about it. I am surprised it was referenced since it is such a new building.
EDIT: Yeah I cannot even find the word "smelter" in any of his files. Something is screwy.
That makes no sense. The National Aluminum Smelter is in my mod folder, not civplayer8's mod folder. And it seems to work fine.