Quick Questions , Quick Answers

Where do you look for your traits? It's not display8ing on the Foriegn Adviser screen (it's only showing Industrious I and I know I have Charismatic I, Innovative I and Islolationist I and now Industrious II, since it just offered me the option to upgrade the former to level 2 or remove the latter). It would be useful to know that at other times other than that pop-up though! I parsed through all the other screens, but couldn't see anything for the life of me. (On v40.1, since I'm 1680-something tuirns into an 8000-turn game I wasn't sure it was safe to update.)
Hover over flag.
Also yes, V41 breaks saves.
 
Yeah, its in cpp, but didn't he say that github stuff is too hard for him?
He would like it to be optional - its very buggy, but at least wonders and settlers wouldn't reset production overflow from last turn.

Its in CvCity.cpp, below line 16989.
Code:
            // Prevents breaching the wonder limit.
            // Eliminates pre-build exploits for all Wonders and all Projects
            if (isProductionWonder() || isProductionProject())
            {
                break;
            }

            // Eliminate pre-build exploits for Settlers and Workers
            if (isFoodProduction() && !isBuiltFoodProducedUnit())
            {
                break;
            }
I'm not sure what would be needed to fix bugs, if those were removed.
Um, guys, THAT isn't the problem I had (though maybe I should just RETRY again).
The thing is that GIT is much less user-intuitive compared to SVN.
The latter, I could export and edit NO PROB.
But GIT, since it compiles instead of just copy-pasting, is still somewhat unruly to me.
And it's quite a pity that you eliminated the Multi-Wonder SWITCH (as in, like a BUG option, even if silent).
Once again:
I know what file to edit and how - I found the old thread about it, which told me the same thing you just did.
The problem was that AFTER I edited the GIT'ed file, the GIT thingy failed to compile it properly somehow.
THAT is what made me too baffled (read: angry) to even try again.
But maybe I should try AGAIN now, indeed.
For all I (don't) know, maybe it was some temporary "error" in the repository to begin with - and NOW it's fixed.
But if somehow NOT - I'll try hunting down the EXACT problem and tell YOU about it.
Maybe together we can kill it, though I hope it's dead already on its own, lol.

OK, I managed to download the database again.
Now, how do I "install" it?

Found it.
Let's wait and see.
(Sorry for real time commenting, but maybe that will help if something fails AGAIN.)

And...
The same **** happens.
Except I think it might even not be related to the edit, but there's some problem with the compiler itself.
I can't tell anything more, though.
Just that it SUCKS, arrrgh.
 
Last edited:
Where do you look for your traits? It's not display8ing on the Foriegn Adviser screen (it's only showing Industrious I and I know I have Charismatic I, Innovative I and Islolationist I and now Industrious II, since it just offered me the option to upgrade the former to level 2 or remove the latter). It would be useful to know that at other times other than that pop-up though! I parsed through all the other screens, but couldn't see anything for the life of me. (On v40.1, since I'm 1680-something tuirns into an 8000-turn game I wasn't sure it was safe to update.)
You should be able to hover over your flag. If you're seeing too much information breakdown on the trait 'in focus', hold shift down as you hover off/hover on the flag and you'll cycle through which trait is 'in focus' to give all the details. There's a point where NO trait is in focus and you should be able to see them all listed. You should be able to do this on the Diplomatic screen as well and maybe you're not seeing them all because the Industrious I is in focus and giving you too much info to see the rest.
 
In regards to flexible difficulty, is there a way to know if/when your difficulty changes? When AI difficulty changes? Can you force a change?
 
In regards to flexible difficulty, is there a way to know if/when your difficulty changes? When AI difficulty changes? Can you force a change?
In the Caveman2Cosmos tab of BUG, you can always change your own difficulty. You can't change that of the AIs, or even know what it is. You do get a message in the log when your difficulty changes, and I have seen messages for AI's changes, although I wonder if perhaps you only get these sometimes.
 
Is Stay The Hand intended to improve a unit's 'visual acuity', ie. make animals etc. easier to see? I'm only about 80% sure it's a bug, hence asking here first.
 
Is Stay The Hand intended to improve a unit's 'visual acuity', ie. make animals etc. easier to see? I'm only about 80% sure it's a bug, hence asking here first.
I don't see why it would have any relationship to that.
 
I don't see why it would have any relationship to that.
I put an Ambusher on Stay the Hand, and an animal appeared in an adjacent tile. I didn't imagine it, but it's only happened once, so it's not easy to supply a before save.
 
I put an Ambusher on Stay the Hand, and an animal appeared in an adjacent tile.
There's a visual bug I get sometimes when animals don't visually appear until a unit cycles or some other event; you can still tell it's there though by hovering a move command and seeing the combat odds pop up. I imagine this is the same thing, as stay the hand should have no impact on actual mechanical visibility.
 
There's a visual bug I get sometimes when animals don't visually appear until a unit cycles or some other event; you can still tell it's there though by hovering a move command and seeing the combat odds pop up. I imagine this is the same thing, as stay the hand should have no impact on actual mechanical visibility.
Yeah I see this sort of thing as well and have not been able to figure out how that happens still. It has something to do with caching and how its being cached I think. Something's still a touch funny there.
 
Two things.
#1 Maybe two SVN versios ago(maybe 3), after updating I am no longer able build a path(honestly don't remember if it is the path sorry, but anyway the second tier road), on hills. I can build them on flat lands yes. I can only build the first versio of roads, was it tracks, on hills and peaks. Is this intentional?
#2 Also for some reason I can't put ships "inside" forts into sentry mode only sleep. Ships that are "on water" work normally.
 
Two things
First is an intentional change- see the "worker actions" page of the pedia for tech requirements of routes on more difficult terrain (if you use the BUG option to show unavailable worker options it'll be a bit more clear, I did a bunch of work on worker actions recently).
Second I've no clue about, I seem to recall using naval sentry with ship units on forts before.
 
Could be wrong but I don't think sentry mode is available in cities to any units.

ETA: I wasn't wrong. :)
 
Last edited:
I'm in a game right now where I've accumulated a ton of espionage points and bribed a handful of an AI's cities. He declared war on me after taking the first city however I was able to bribe his remaining cities and eliminated him that turn. The next turn I'm looking at the relations tab and I notice two other allies who were friendly with me were now furious and annoyed respectively. The reason was "past events have proved your bad nature to us" for a whopping minus 20 relation points or so. Does bribing a city have this effect on other leaders? It's strange because only these two were affected
 
Could be wrong but I don't think sentry mode is available in cities to any units.

ETA: I wasn't wrong. :)
Don't know how that was changed or why but it needs to be allowed again - I usually set one dog in each city to this just so they start barking if they see something (waking up).
 
Don't know how that was changed or why but it needs to be allowed again - I usually set one dog in each city to this just so they start barking if they see something (waking up).
It's never changed. You get a notification with the marching feet sound effect if there are enemies near your territory. Better off having any dogs on Territorial Vigilance build up, otherwise they may not see the enemy that's there.
 
It's never changed. You get a notification with the marching feet sound effect if there are enemies near your territory. Better off having any dogs on Territorial Vigilance build up, otherwise they may not see the enemy that's there.
I have one set to that. You only need one. (per city) So I put 2 dogs in each city - one to peak the camo visibility on nearby units out to as much range as possible on a buildup, and another to wake when, as a player, you see a localized threat. I could make that sentry out of any unit but the dogs are useful because they are cheap and unlike most units can get a 3 total range site boost, which I give to the one I put on sentry. (As much as I can at the time at least - after a while it's every dog, but at first it takes a little XP developing to get that far.)

I don't play with audio anyhow.
 
Last edited:
I'm in a game right now where I've accumulated a ton of espionage points and bribed a handful of an AI's cities. He declared war on me after taking the first city however I was able to bribe his remaining cities and eliminated him that turn. The next turn I'm looking at the relations tab and I notice two other allies who were friendly with me were now furious and annoyed respectively. The reason was "past events have proved your bad nature to us" for a whopping minus 20 relation points or so. Does bribing a city have this effect on other leaders? It's strange because only these two were affected
I cannot fully confirm this but it sounds like a good design choice if it does. Some leaders are still bugged in that they've never been set to have any degree of forgiveness for some afronts and hopefully you don't encounter much of that with this issue. But my point is leader personality profiles are a bit of a mess and perhaps some are sensitive to things others are not. It would take a bit of a study here to see what the deal is and for years we've had much more pressing project goals.
 
I'm playing on one of the last SVN's before the v41 save game breaking, so maybe this has been fixed already, but there seems to be a bug with the Fire Hangar building from atomic era. It requires an airport and reservoir, however it seems as though once you upgrade an airport to a commercial airport the fire hangar can no longer be built as it has the regular airport as a dependency.
 
I'm playing on one of the last SVN's before the v41 save game breaking, so maybe this has been fixed already, but there seems to be a bug with the Fire Hangar building from atomic era. It requires an airport and reservoir, however it seems as though once you upgrade an airport to a commercial airport the fire hangar can no longer be built as it has the regular airport as a dependency.
Toffer was working on some things that would make it easier for us to resolve this somewhat pervasive longstanding issue of upgrades obsoleting prerequisites. Last time I tried to fix it I did it wrong and caused too much delay in turn times so had to reverse it.
 
Back
Top Bottom