Dancing Hoskuld
Deity
I just had the barbarians create the hero Khomvoum. Not only that they built him on an island where they had no cities!
True but the intention was that it would likely eventually consume the world and come back to haunt the one who launched the weapon. I'm not entirely happy with the way the weapon works as I'd say eventually the Disease system should express the matter but I'm pretty sure it (was) working as CivFuhrer intended.You need to increase the disappearance chance in the XML.
I don't really know all that much about the caching tbh. I made some changes to make DH's insistence that unit classes that did not have a default unit type defined (due to modularity having removed the unit type defined there) should be ok for the dll to keep it from outright crashing in that situation but apparently this kind of thing is still not being accounted for in the caching structure. So it appears that as long as we have unitclasses without firmly accepted default unit types defines we'll keep having this problem.@ TB
whats the deal with having to delete the cache each and every time you make even a small change to anything now??
Yeah, that really sucks! I've tried to approach inhibiting this behavior a number of times and something seems to be getting around everything I've tried to do. I'll keep trying. We don't have heroes setup in the barbarian spawn infos do we???I just had the barbarians create the hero Khomvoum. Not only that they built him on an island where they had no cities!
Yeah, that really sucks! I've tried to approach inhibiting this behavior a number of times and something seems to be getting around everything I've tried to do. I'll keep trying. We don't have heroes setup in the barbarian spawn infos do we???
Also (see pic) i want to decrease the times of the Great Farmer, 219 turnsis waaaay to long IMPO
So DH, where do i go to get LESS turn times made here??
You do realize the later the game gets and the more that the game has to consider the longer the turn times will be right? That issue probably has nothing to do with it. It's hard to say what does until it's fully profiled again which is not an overnight process either. At the moment I'm more worried about some AI issues and any crashes than I am about streamlining as that would potentially introduce more instability to work on that.Is this why also that there is now a 10-15 second MORE turn delay??
Interesting... there's a cost to build the Scotland Yard?I just had a Great Spy born in my capital and I can't do much with him because I have just got Sedentary Lifestyle and I can't afford the cost of the building. The Great People special buildings or actions used to be balanced but they have been getting less so. Especially the great Engineer and the Great Spy.
Well... that's what I'm tweaking and it's not stopping them even though clearly it should. Maybe the specific hero units it's being allowed to build don't have the hero unitcombat? That's what should stop them from being valid as a spawn.barbarians still use the standard BtS spawn. Which I think means that they spawn any unit that they have the technology to spawn, ie it does not look at other requirements.
Interesting... I can PROBABLY fix that and it should be for the sake of the AI if nothing else.My workers keep replacing my mines with stone tools workshops only to then rebuild a mine on top of it again.
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SVN rev 7707
It may well be broken as in I haven't seen any references to it in the code. It wouldn't be enough though - it should be repaired for the AI as well as the player whether the player is using the option or not.I hear ya, mine keep building stupid forts and i have on LEAVE old improvements on even, its just like it doesnt matter, or its broken??
As it stands, what I've seen so far is that the city really should have to be under significant threat for the workers to think a fort is at all a good idea.
But what may be also happening with this switching back and forth is that they may not be evaluating the improvement that's ALREADY THERE and that could be the ultimate problem overall. I'll see what I can do about that.
Yeah i believe its the later. Because some of the forts are a ways away from and cities and as soon as i build Plantation/Orchard etc on them, the automated workers go right BACK and build forts on them "again." But we not need to worry about this till after the release anyways.
But the Revolution crap needs to be fixed before then??
Interesting... there's a cost to build the Scotland Yard?
There is a per turn maintenance cost of 25!
Probably what should be done with the buildings for the Great Doctor, Scientist and Spy is to have them vary with era or tech rather than just having the one effect for all time.
How would you propose to establish this variance by era? Are we talking new tags or perhaps supporting autobuilds to get them to vary?
SVN 7707. Using a 5+ year old system. So do not expect speed.
But what is wrong with the BUG system?
I am about 650 turns in to the game (Medieval Era - 460 BC.)
No problems while playing a turn. End of turn takes about 80 seconds. (Normal on my rig.)
But click on the BUG icon and it takes over 10 minutes to load the first page.
What is it doing that takes that long. The disk access light is flashing like crazy.
My workers keep replacing my mines with stone tools workshops only to then rebuild a mine on top of it again.
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SVN rev 7707
SVN7700: The bottom half of the Shaolin Monks is a black blob.
When you select a Privateer and then scroll away from it on the map, the picture in the pointer/button is just a pink disc.