onedreamer
Dragon
not really, it depends if it wins the war or not.
not really, it depends if it wins the war or not.
The army included a cataphract (?!?)
There is a bug in RiseAndFall.py in hitNeighboursStability.
[/CODE]
Guys, what is the status on this? Do you all play your games with the suggested fix?
What if deep in his heart he wanted to see no Egypt, no Babylon, no Carthage late in the game? No, seriously, I can see how this can be a bug in RFCE, but why do you rule out that ancient civs get hits on purpose?
actually this fix doesn't eliminate the concept at all. It's just that as I understand it, before it was hitting only Egypt if this was alive.
Err... I'd really not like my restart my successful Arab-bashing wonderspamming chief-rabbi-of-the-whole-Mediterranean Egypt game.even if not, the hits to stability you have taken until then will stay, so it's better to test on a clean start.
I've tried implementing this fix without starting a new game (Egypt, continuing from a savegame around 750 AD) and it broke the scripting completely. New civs stopped spawning, hired mercenaries stopped arriving, combat results stopped logging. And stranger still, even wonder movies played no longer! What a disappointment! SOS!Code:def hitNeighboursStability( self, iCiv ): if (len(con.lOlderNeighbours[iCiv])): bHuman = False for iLoop in range(len(con.lOlderNeighbours[iCiv])):[COLOR="Red"] for iLoop in con.lOlderNeighbours[iCiv]:[/COLOR] if (gc.getPlayer(iLoop).isAlive()): if (iLoop == utils.getHumanID()): bHuman = True utils.setStability(iLoop, utils.getStability(iLoop)-2)
for iLoop in range(len(con.lOlderNeighbours[iCiv])):
for iLoop in con.lOlderNeighbours[iCiv]:
BTW, how much extra negative stability would that be by 750 AD?It isn't strictly necessary to start a new game with this change, but the hits to stability that have already occurred will still be there -- only civs that have yet to rise will have their stability influenced in the correct way.