Explosive(Tech) is needed for Mountain Mine. IIRC, nothing was changed about Quarry on mountain, though.
Is anyone else having a problem with workers not being able to build a mine or quarry on a peak? The attached picture shows only have a watchtower and a tree nursery as the only options. This is not the only peak that I am having trouble with, there is one in another city also.
Please don't tell me the solution to the problem is to upgrade my workers to animal workers, because if that is the case I am done with C2C.
There are some improvements that earlier workers can't build that later ones can this is to be expected. However there are no differences between workers and the various animal workers as far as I remember. Except that the normal worker can do some hang over stuff the gatherer could do.
<check unit XML>Yep a normal worker can do 8 improvements more than an animal worker. The mountain mine is there for both so you should be able to build a mountain mine.
I can't see anything in the terrain XML either. Just leaves the build XML - no nothing I can see wrong there either.
I'll check it all again.
At the moment, my only going theory is this:Explosive(Tech) is needed for Mountain Mine. IIRC, nothing was changed about Quarry on mountain, though.
Also sent my workers to auto-route and they started building command posts...
I am able to build mines on other peaks.
@DH Thanks. I have started only using standard workers because it was so annoying trying to find the right animal worker to build what I wanted.
3) resources, both HIDDEN (not exposed yet but there in the plot definition) and unhidden will act the same way for filling in for the prereq of a mine or quarry
@DH: Now do ALL animal workers have the same builds defined at this point?
she mentions the 'pickers' as one that was still needed, presumably because this would be before plantations were unlocked.
I am having no trouble with the "pickers" at all.
If you can't see it then it has no affect. That is why you don't get the option to build a mine on the flat grass land plot with uranium in it until you discover the right tech.
Well, they're frustrating because development stopped in the middle of the project. They should all be able to accomplish all the builds for their age (and I THINK from this conversation that they may be all setup right at this point so thank you for that DH) but they should vary as to what they are good at doing.I must agree with Whisperr that they are more trouble than help now that there are so many different types. When there were just three it was easy to keep in mind which were best.
As far as I know the answer is yes. I am going to move all the workers into core as it is just too hard to keep them updated otherwise. Although I am tempted to put all but the base animal worker in a mod which can be turned off at the moment. (see above)
lol... this was exactly what I stated before we setup the worker promotion mechanism - that the terrains, features and builds that builds have been performed on should compile into qualifying for auto-promoting with promos that add to the skills of the workers for further performing those tasks. But the decision to move forward with xp earning and standard promotion mechanics was made quickly and implemented just as quickly.The worker promotions are not intuitive either. I just built a road in grassland so I am now better at building stuff in jungles? I really think that the promotions should have more to do with what is being built road, cottage, fort, encampment, hunting camp, farm or animal thingy; and that the promotion should be automatic in most cases. So I finish a road and thus become better at building routes. To me the climate model is just not right.
Yeah, I would've thought so but I can't figure out what's then qualifying the mine and quarry to be built on some peaks and not others. The mines she's built are NOT mountain mines. So I'll really have to figure out what the deal is with those somehow.If you can't see it then it has no affect. That is why you don't get the option to build a mine on the flat grass land plot with uranium in it until you discover the right tech.
Might be an old issue you fixed already a while back after she mentioned something about those the first time.I am having no trouble with the "pickers" at all.
Yeah, see if HE can wrap his head around whatever prereq weirdness could be taking place there!The mountain mine is new, it is not a mine. 0100010 would be better placed to answer this.
Strange... those have been in the game for versions now and this is only now being noticed. I wonder if something was messed with there. Anyhow I'll be more than happy to fix those. Thanks for pointing them out.Whom ever put these UnitCombat's in need to do a TXT reference, this could cause errors otherwise??? All those inbetween also, thx.
About the Explosives requirement - why do we need explosives to build a mine on a peak in the first place? The Mountaineering tech does show that it allows the building of mountain mines while the Explosives tech only shows it allows mines to upgrade to shaft mines and gives +1 production to mountain mines. (Does this mean a mountain mine is also supposed to upgrade to a shaft mine at that point?) Very confusing.
New game with last SVN (don't know if this is new):
- With a Great Hunter you have several unique actions available, such as "Give a free Master Hunter to all cities" (same Hunting Instruction, Animal Mascot and Naval Animal Mascot IIRC). The tooltip says that these action may be performed by a Great Hunter or a Great General. I had a Great General that appeared ealier that I didn't use, but he doesn't have access to these orders.
- In a game with Raging Barbarians and Barbarian World in Emperor difficulty, I encountered a few turns after the beginning of the game an undefended barbarian city with my starting clubman. No barbarians seemed to be nearby either, so I guess the defenders weren't generated (there should be defenders at start, shouldn't there?). I found a city ruin a bit further, close to a rival civ so I assume that city was also undefended.
- With a Great Hunter you have several unique actions available, such as "Give a free Master Hunter to all cities" (same Hunting Instruction, Animal Mascot and Naval Animal Mascot IIRC). The tooltip says that these action may be performed by a Great Hunter or a Great General. I had a Great General that appeared ealier that I didn't use, but he doesn't have access to these orders.
As for the tool tip for GH and GG it's not correct. Only the GH gets those 3 Animal related buildings. As you observed.
JosEPh
I don't think my report was understood correctly. some map tile sprites are missing, like the coral and vary tall grass, they are just invisible on the map. its a real problem when your trying to work in world builder. a solution would be appreciated. v34
I don't think my report was understood correctly. some map tile sprites are missing, like the coral and vary tall grass, they are just invisible on the map. its a real problem when your trying to work in world builder. a solution would be appreciated. v34
It is a known bug. Sometimes re-loading corrects it - but not permanantly. I have had the same problem with Sea_Grass - it does not always display, but is in the WB file, if you have added it.
The annoying thing is that it is not the same graphic for everyone. I have it happen with coral and forest.
ETA: The resources page of the Foreign Advisor apparently can't handle how many tradeable resources I've got: see attached
I posted about this early April and got the above reply.
So has it been corrected in the last month. My SVN version may be outdated.
Perhaps this was missed? Is this ever likely to be fixed?
Missing nif.
Code:Scene file Art/Units/EDUnits/Settler_African/african_spearman.nif failed to load. Reason: (code:1) Cannot open file.