RFC Europe: Small bugs/fixes

another thing.

i think that provinces aren't reset to their potential status upon respawning. This could lead to huge instability problems when a civ respawns and huge parts of their former territory are occupied by other nations.
I'm thinking of Arabia and France here. I saw France respawn with only Bordeaux and Toulouse twice in the same game, while i controlled the rest of their cities. Two turns later they collapsed again each time.
Maybe this could be fixed by resetting the province status. :)
 
another thing.

i think that provinces aren't reset to their potential status upon respawning. This could lead to huge instability problems when a civ respawns and huge parts of their former territory are occupied by other nations.
I'm thinking of Arabia and France here. I saw France respawn with only Bordeaux and Toulouse twice in the same game, while i controlled the rest of their cities. Two turns later they collapsed again each time.
Maybe this could be fixed by resetting the province status. :)

Yes, respawn needs special consideration.
 
I captured Kaunas as the Muscovites and then it changed to Minsk despite the Lithuanians having Minsk 3W4S...
 
Can't seem to prosecute, had this Problem now every game i tried. And it never was Free Religion set as civic!
Someone else has this problem?
 
Can't seem to prosecute, had this Problem now every game i tried. And it never was Free Religion set as civic!
Someone else has this problem?

Can you post a savegame or a screen shot. Some cities cannot be prosecuted, for example holy cities or cities with religion specific wonders.
 
Can you post a savegame or a screen shot. Some cities cannot be prosecuted, for example holy cities or cities with religion specific wonders.

No holy cities or wonders either! The cityscreen screenshot didn't work (UI isnt shown O.o) But there is now orthodox wonder in there.
 

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I've noticed Templars don't get kicked out of borders when war is declared like normal units. I'm assuming it's a complication with their special ability and probably can't be fixed?

It can be highly exploitative - moving a 10-Templar stack outside a rival's capitol & declaring war, capturing their capitol instantly - additional Templar stacks outside other core cities could devastate an otherwise strong opponent in a turn - kind of like playing Civ 3 again and abusing Open Borders agreements to move troops into attack position and complely destroying a powerful enemy in a single turn.
 
What is the case when you move troops with commando promotion into your rivals borders, and declare war?
Do they kicked out as normal units?
 
I don't usually have commando units, outside of spies (or Panzers). Spies don't get kicked out (which makes sense, but they're not combatants, either), but I'm not sure about Panzers/commando units.

(Edit: I just tried adding a commando unit in world builder - he got kicked out but the Templars remained.)

However - the Templar ability isn't the same as commando - it seems to be based on the Great Spy's ability - both Great Spies and Templars can move freely along allied & neutral roads, but once war is declared, roads no longer work, and they're limited to 2 moves (at the mercy of movement costs of the terrain).
 
Yeah, I was afraid of that.
This is definitely a bug, and as you said, easily exploitable :/
And unfortunately I don't see any quick solution if their ability is based on the spies' ability
 
Does the maintenance for Cororparations work correctly?
Because 12:commerce: feels like an awfully lot for 6 ressources and 2 :hammers:, even with a courthouse.

Civ4ScreenShot0002.JPG
 
If you build a bank in the corporation HQ it's still more than worth it
So yeah, I think they work correctly
 
Just looked a little bit into the python files. There is a "prosecute" function but I can't find where it does get called O.o
Am I just too stupid to prosecute? ^^ Need that for my spain game!
 
Just looked a little bit into the python files. There is a "prosecute" function but I can't find where it does get called O.o
Am I just too stupid to prosecute? ^^ Need that for my spain game!

with the right tools this is no problem.

CvMainInterface.py Line 3633
 
No holy cities or wonders either! The cityscreen screenshot didn't work (UI isnt shown O.o) But there is now orthodox wonder in there.

Just looked into your savegame, and tested it in some other games too.
Right now prosecution cannot be started by the human player since a couple svn revisions (since 677 maybe?).
3Miro, you must have missed something when fixed this bug: "The player can no longer prosecute religion from foreign cities (unless the player is the Pope)"
 
Yeah, it is in this line:
if ( pCity.canPurgeReligion() and ( pCity.getOwner() == pUnit.getOwener() or pUnit.getOwener() == con.iPope ) ):

It should be pUnit.getOwner if I'm right
 
Yep, tested it, and works fine

Samsa, overwrite your CvMainInterface.py with this:
 

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Yeah, I was afraid of that.
This is definitely a bug, and as you said, easily exploitable :/
And unfortunately I don't see any quick solution if their ability is based on the spies' ability

It isn't a bug. Templar Knights have the ability to move through empires, even if you haven't open borders. All units with this feature won't be forced to the border when you declare war.
 
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