Quick Questions , Quick Answers

The borders will fluctuate but not "constantly". There is a Culture ratio and which ever culture is generating the most point will start to see their % increase but it take much time. These are the Culture wars I've mentioned before.

You're right constantly was a bad choice of words. Thanks for correcting that.
 
The borders will fluctuate but not "constantly". There is a Culture ratio and which ever culture is generating the most point will start to see their % increase but it take much time. These are the Culture wars I've mentioned before.
I have reported a bug where a plot changes every turn between mine and no-ones for hundreds of turns!:lol: But I think it is a problem between Realistic Borders and a recent fix where isolated plots loosing which had a fortification on them claiming the plot loose the fortification but don't revert to uncontrolled. So far I have only seen it happen on hills usually forested.
 
For my income it's very probably the "We love the [ruler]" celebration, it's match with my average maintenance cost.
For the viewports it's works with F5 ! Great news ^^
For the Culture cursor I need to discorver Music or something, so it's OK
For the big bag of 5 commerce it's really weird because this bag for 5 doesn't show but for 10 yes (the picture of the bag, and a little 2 below) so i don't know...
I'm in the middle Age, still no inflation...
 
For the big bag of 5 commerce it's really weird because this bag for 5 doesn't show but for 10 yes (the picture of the bag, and a little 2 below) so i don't know...
That was fixed over month ago in SVN.
Update it.

Some dirty test on Github - bag of 5 commerce is displayed here.
Spoiler :

Civ4BeyondSword 2020-03-03 18-18-14-23.png
Civ4BeyondSword 2020-03-03 18-18-12-15.png
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Also V40.1 has this fixed too.
Also inflation was disabled long time - this one that accumulates as time goes on.
 
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Why medic and ati-crime units cannot be merged? I liked the the ability of merging naval units.
 
Why medic and ati-crime units cannot be merged? I liked the the ability of merging naval units.
Property influencing units can't be merged.
@Thunderbrd made it intentional since there were some problems with it.
 
Splitting medical units would be a great way to abuse the hell out of them. Train one and split it down as far as possible and you get the same effectiveness out of each as you would've out of one. Same for property manipulators, which we can't apply merge and split math to.
 
I always seem to be having trouble with this, but is there a reason I can't build a Tin Mine (the building) in one of my cities? It's got a mine on the resource on the map, which is only one tile away from the city, and I'm getting Tin Ore. The city is size 6, and I have Bronze Working and Metal Casting.
 
I always seem to be having trouble with this, but is there a reason I can't build a Tin Mine (the building) in one of my cities? It's got a mine on the resource on the map, which is only one tile away from the city, and I'm getting Tin Ore. The city is size 6, and I have Bronze Working and Metal Casting.
Did you build a route to the mine? No matter the distance from the city it needs a route.
 
I did; weirdly enough, reloading the game was what made it appear when it definitely wasn't there before.
It could be a caching issue and require an end of turn after finishing the tin mine and route and the building showing up. It probably only checks for the existence at the beginning of the turn rather than at every improvement built to keep things fast.
 
Is there a way to tell units with multiple attacks to only use one at a time? With HNs in particular it's important to keep some moves in reserve, but currently it's random whether they do or not. Plus units are deselected after their first two attacks, but may go on attacking, making it even harder to stop them.
 
Is there a way to tell units with multiple attacks to only use one at a time? With HNs in particular it's important to keep some moves in reserve, but currently it's random whether they do or not. Plus units are deselected after their first two attacks, but may go on attacking, making it even harder to stop them.
Units can only attack one at a time unless they have Onslaught or Rampage abilities. However, you may be experiencing 'forced' attacks from ambushes?
 
Units can only attack one at a time unless they have Onslaught or Rampage abilities. However, you may be experiencing 'forced' attacks from ambushes?
I'm talking about Blitz, Sniper and other promos that give "multiple attacks per turn". When you tell them to attack a tile with multiple enemies in it, they take it as carte blanche to attack until they have no moves left (although whether they do this right away or later in the turn is random). So yes they attack one at a time, in the sense that (virtually) all Civ4 combat is, but I want them to stop after one combat.
 
I'm talking about Blitz, Sniper and other promos that give "multiple attacks per turn". When you tell them to attack a tile with multiple enemies in it, they take it as carte blanche to attack until they have no moves left (although whether they do this right away or later in the turn is random). So yes they attack one at a time, in the sense that (virtually) all Civ4 combat is, but I want them to stop after one combat.
Are you using stack attack options?
 
I'm talking about Blitz, Sniper and other promos that give "multiple attacks per turn". When you tell them to attack a tile with multiple enemies in it, they take it as carte blanche to attack until they have no moves left (although whether they do this right away or later in the turn is random). So yes they attack one at a time, in the sense that (virtually) all Civ4 combat is, but I want them to stop after one combat.
Tried reproducing it, no luck, my unit with blitz promo only attacked once against a stack of barbs and had movement points left afterwards.
 
Tried reproducing it, no luck, my unit with blitz promo only attacked once against a stack of barbs and had movement points left afterwards.
I get this but only sometimes and only when I have the stack attack option turned on and it is the lead unit in the stack. Ie with hunter units escorting subdued animal.
 
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