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v43 (with some custom modifications). I do have automated workers, but I specifically set them to not change existing improvements (and on that continent I don't have any I think). Also they shouldn't be able to downgrade or even completely remove improvements anyway, should they?
 
(with some custom modifications).
This I'd be most suspicious of, as I haven't heard any other reports of improvement downgrading, but maybe there is something I'm forgetting. Do you have a save in which a particular improvement is downgraded after a turn? If so, that could be helpful, assuming your modifications aren't related.
 
This I'd be most suspicious of, as I haven't heard any other reports of improvement downgrading, but maybe there is something I'm forgetting. Do you have a save in which a particular improvement is downgraded after a turn? If so, that could be helpful, assuming your modifications aren't related.
Not at hand, I'll see if I can pinpoint a particular turn.

Sabotage can be carried out by strike teams and it doesn't give you the raze notification.
But they should become visible with Guard Dogs, shouldn't they?
 
But they should become visible with Guard Dogs, shouldn't they?
There are different types of invisibility; dogs can see camo, but you need law enforcement units to see the purple-icon-that-I-always-forget-the-name-of. Both are needed to see a unit hidden with both; check out the guide (and more generally this link if something's confusing; ctrl-f for what you need)
 
Ok, I guess I managed to get a turn.
Tile 59,37 is reduced from a Mountain Mine to an Early Mountain Mine in the next turn. Right where I parked all the workers.
I also tried to place a Guard Dog, Sheriff and Spy there, but it still was reduced. And the World Builder still says I'm the only one with spies.

I hope you can actually open the save and that my custom modifications doesn't make it incompatible (or changes the outcome).
 

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There are different types of invisibility; dogs can see camo, but you need law enforcement units to see the purple-icon-that-I-always-forget-the-name-of. Both are needed to see a unit hidden with both; check out the guide (and more generally this link if something's confusing; ctrl-f for what you need)
Yeah but those would likely be criminals that would potentially have anything in Disguise (the purple). Strike teams generally wouldn't. It would be difficult for a strike team (depending on the era here - there's some variations as you get into more modern stuff) to get around being spotted by canines with capped out camo sight. Not IMPOSSIBLE depending on the strike team, perhaps, but should be very difficult. Still, this is the sort of thing where if you were to check the worldbuilder the moment you see it happen, you might be able to figure out what just caused it... maybe, depending on how worldbuilder is working with visibility these days. Spies could still be the reason too and just because you put a spy somewhere doesn't mean you WILL catch other spies trying to act on a tile. That's a bit more complicated.
 
I just reverted back to the pristine v43 (January 16th) and tested it. If I don't let the modifiers be recalculated it still happens, but recalculating them will result in different events on the next turn (e.g. different leader requests, different great person type), so I assume a new random seed is generated as well while recalculating the modifiers. And I also assume updating to the current SVN revision will also cause a recalculation and thus new random seed, which would explain your observations.

After a couple of turns with the original version I did manage to catch another one though, this time on tile 55,39 60,39. It turns from a Farm into a Seed Camp.
1595 is the turn before it happens, 1596 after it did.

// Edit
And one turn later, the Lumbermill right next to it at 61,39 becomes a Lumberjack.
There is a Celtic Cutthroat in the city right adjacent to the tile, but I surrounded the city with Marshals/Sheriffs, so it shouldn't be able to move out of it? At least I can't move a Cutthroat if I surround it with enemy Marshals.
I do not see the improvement being reduced if I remove the Cutthroat with the World Builder, but maybe this causes another random seed to take place?

// Edit2
Even without the Cutthroat I see that Lumbermill at 61,39 being destroyed a couple of turns later (the Farm remains though).
 

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Well, I guess I found the problem...

1677431717280.png


1677432331667.png


"Automatically pillages improvements on move"
So whenever a unit with this promotion moves, any improvement is automatically pillaged on its way.

Unit 3014790 moved a couple of tiles out of the city and left a row of reduced improvements in its wake.


// Edit
Chief Head Hunter of the Jivaro has the TRAIT_BARBARIC trait, which gives the free PROMOTION_BARBARIC promotion to combatant units, which sets the bPillageOnMove property.
Which in turn seems to execute this code in CvUnit.cpp:

C:
void CvUnit::setXY(int iX, int iY, bool bGroup, bool bUpdate, bool bShow, bool bCheckPlotVisible, bool bInit)
{
    [...]
 
        if (isPillageOnMove() && pNewPlot->isOwned()
        && GET_PLAYER(pNewPlot->getOwner()).getTeam() != myPlayer.getTeam()
        && pNewPlot->getImprovementType() != NO_IMPROVEMENT)
        {
            if (atWar(getTeam(), GET_PLAYER(pNewPlot->getOwner()).getTeam()))
            {
                [...]
            }
            if (pNewPlot->getImprovementType() != NO_IMPROVEMENT)
            {
                pNewPlot->setImprovementType(GC.getImprovementInfo(pNewPlot->getImprovementType()).getImprovementPillage());
            }
        }
    [...]
}

Should the latter if clause maybe changed to also only be called if the teams are at war?


// Edit2
Damn, Ragnar also has the Barbaric trait, and even though he's my vassal, his troops are marauding through my territory. I feel this is clearly bugged. I'm disabling that bPillageOnMove property now since I cannot so easily change the DLL file.
 
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Should the latter if clause maybe changed to also only be called if the teams are at war?
Refactored it, so autopillage only applies to when at war or in neutral territory. Also just made it call pillage() and added an arg, instead of duplicating most of that function...
@Thunderbrd may not like this re: balance or something, but pillaging without notification is deffo wrong at least.
 
Yeah, if it's an enemy basically, otherwise it's kinda rude (even to self) - this was brought up a while back and nobody had time to react - thanks Blaze
 
Btw, does the autopillage also affect roads? This would be kind of counterproductive for the pillaging unit, as it would destroy its way back home.
On the other hands, it's a negative trait, so maybe that would be a desired outcome.
I do not remember having heard that plundering Vikings have destroyed roads on their raids though. :crazyeye:
 
Hi guys, hello everyone! I am new on the forum but I have a decent experience with the mod of 250 hs... :) I have a noob question for you as you can guess... I have some problems with the position of many hover windows. The only resolution with they seem to appear correctly is my monitor resolution (4k) but the font is too small to be able to read something. But if I lower the res, some windows becomes cut off or goes entirely out of the screen, like for example the happiness window and the revolt window in the city screen. The same happens when a list (for example the hammers one) is too long, the bottom part is cut off. Is there a way to keep the lower res in order to have a more readable UI but also avoid that some windows go whenever they want? I'd really like to read all those juicy numbers without too much effort! ;) Thanks in advance for the help!
 
So with the mod and the font with size 23 is surely a little better but still not big enough for some windows/icons. I tried to play a little around with the font size but changing it more than that (like 32 that would be probably perfect for the size) creates layout issues like not enough space between lines and too small text boxes. Is there a way via xml files to modify these values? I mean the spacing and maybe windows position and size, I could try to arrange a more visible UI in 4k in that case. Sorry for the noobiness again and thanks.
 
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