strategyonly
C2C Supreme Commander
Not even Iron Mine?? pic 2)
fixed below
Still can't build the stone tools workshop.![]()
Turns out it is working, I thought I had copied the new dll in but I hadn't![]()
Essentially the sulphur count my civ has keeps diminishing, despite still having the raw resource mined in my territory. At one point I've even had it go into negative numbers.
Well damn... I'm not sure what's going on with that. Will have to do further research into the problem and it's not absolutely critical so may have to wait til after release.I thought the barbs spawning culture units and heroes was fixed but I have seen lots of different culture uits coming towards me and saw messages of 3 heroes being created by barbs in one turn, Tore, Mungo Man, and Windradyne.
Saddens me to know no civ will be able to get those heroes now, and makes me afraid any hearoes I plan on getting (after having secured a culture) will be taken alrady by barbs before I get to create them myself.
Cheers
The fossils proves to be a simple xml problem. Will commit that fix in a moment here.Or fossils dig site(pic1), and i believe what ever you could build around water(pic2)??
Actually, from the screenshot it looks right. Cargo space on Size Matters is NOT a count of units as it is with it off. It's a count of unit volumes (which is pretty analagous to a count of human-sized individuals).also, the cargo space is definitely wrong someplace???
it says (pic1) i have 3000 spaces avail, but when i entered 2 units, it took up 66 of the 3000(pic2), so something is terribly wrong here???
There aren't many improvements for caves that last much past the very early portions of the game. This is probably correct by the time you're up to in your game.Dont know if the cave dwelling stuff applies to Modern Era, but i cant build anything on the caves now either??
Looks like it's not ZoC but Minimum Defense for Entry. Which is odd... but fairly untested. I don't think I added the Minimum Defense for Entry tag usages into the code - only manipulated some things about it for land battles. So it could be a VERY old bug that was only now found because we so rarely get this far in the game.Q? How come i cant destroy enemy roads with a bomber??(pic3)
Also in pic 4 i am at war with Germany and i cant bomb its capital, but i can its unit 2 tiles away?? Is this that darn ZoC crap again??)pic 5)
Strange it does this for the player but not the AI... hmmm... I saw this in the other thread and was about to ask for a save but you've provided it so I'll just need the time to look into it. Thanks!Game locks up when you set a Gatherer to auto-promote when promotions are available. I've attached a save so the offending behavior can be duplicated.
The game does not lock up if you manually select a promotion. The game also does not lock up if you activate auto-promotion when the unit cannot immediately select a promotion.
EDIT: Currently using SVN 7644.
Yeah, that's not quite right is it? I'll have to look into this too - sadly I don't think I've ever interacted with the codes that compile the amount of resources a player has accessed so this might be a toughy. Again, thanks for the save!I've been getting some weird issues with sulphur for the past couple dozen SVN commits.
Essentially the sulphur count my civ has keeps diminishing, despite still having the raw resource mined in my territory. At one point I've even had it go into negative numbers.
Attached a savegame where sulphur total is at 0, despite having three mines and no exports. Forcing a recalc on the savegame ends up with -2 sulphur two turns later. Forcing a recalc THEN brings it back to the expected 3.
Looks like it's not ZoC but Minimum Defense for Entry. Which is odd... but fairly untested. I don't think I added the Minimum Defense for Entry tag usages into the code - only manipulated some things about it for land battles. So it could be a VERY old bug that was only now found because we so rarely get this far in the game.
I'd probably find a save useful. And it might take a while to sort out either way because there's a ton of different Air missions to go through to figure out which one (or ones) is finding that to be an issue. And I also don't get why it would be protecting anything OUTSIDE the city at all! I dunno... I'll look for all the references to that minimum defense (and keeping it separate from the other type of minimum defense makes working on this stuff LOTS of fun!)
But... I'll look into it anyhow.
I thought the barbs spawning culture units and heroes was fixed but I have seen lots of different culture uits coming towards me and saw messages of 3 heroes being created by barbs in one turn, Tore, Mungo Man, and Windradyne.
Saddens me to know no civ will be able to get those heroes now, and makes me afraid any hearoes I plan on getting (after having secured a culture) will be taken already by barbs before I get to create them myself.
Cheers
Game locks up when you set a Gatherer to auto-promote when promotions are available. I've attached a save so the offending behavior can be duplicated.
The game does not lock up if you manually select a promotion. The game also does not lock up if you activate auto-promotion when the unit cannot immediately select a promotion.
EDIT: Currently using SVN 7644.
Well I do not like it. For me culture units and especially heroes should be locked to whomever has the culture as otherwise it makes those special units a lot less special.Well see thats exactly what i intended them to do, i want the barb's more vicious and mean than normal civs, so i let them do what they want, and if you look more than likely these Heroes they are getting are OLD Heroes and not worth that much. Culture units is Hydro's stuff.
Yeah, that's not quite right is it? I'll have to look into this too - sadly I don't think I've ever interacted with the codes that compile the amount of resources a player has accessed so this might be a toughy. Again, thanks for the save!
As for the heroes being old and not worth much, isn't that depending on who is playing? After all there is not just a question of how worth they are as fighters, there's Achievements as well, and all 3 of those I saw being spawned by Barbs can build achievements, making them worth a LOT.
There is also the question of sentimental value, having the heroes/units of a culture one likes, or as flavour with having teh heroes/units of ones cultures.
Please reconsider this and find some other way to make the barbs more vicious. I agree with that sentiment of yours, but not the method to do so.
If able, with Thunderbrd's assistance, with Size Matters, have the barb units spawn with +1 group size or +1 Quality, though with Size Matters the barb cities already merge and split their city units so the barb cities are more difficult to take on (oh, I also edit so barb cities spawn 6 units initially, not the base 4, that might help in that respect too).
As for without Size Matters maybe each spawn creates 2x or 3x the units? That usually makes it tougher to take them on too.
Cheers
Hi
New game, new problem.
In the save i've added the next turn is an endless turn.
i'm at SVN 7633
Could you have a look ?