The solution is, and I suspect would always have had to have been: Make them both dependent on the SAME object AND make it neither of them! You'd NEED a third party object to designate as that which the objects are dependent on, even if it's something like a dummy tech or something that WILL load before building classes and unit classes! Something that will only exist if the module you want them dependent on is active.
This is by design but it could help to explain why it's happening:
There's a primary upgrade defined. When that primary upgrade is tech accessed the countdown begins to upgrade. When the countdown ends, there are some times and positions where the primary upgrade is not valid. If it is not AND there are no other alternative upgrades defined that ARE valid in that position then it will immediately freeze the upgrade (this is so it doesn't destroy processing times by checking every pending upgrade plot every round.) You can and should unlock it, just as you've determined you can do, every so often to see if other options may have opened up.
What's the 'tag' used that dictates that Cannon Forge should show up under the Military Advantages screen?SVN 7707.
The City Screen filter for buildings - "Military Advantages" does not display the "Cannon Forge".
Can you give an example, quoting the xml, of the problem you're having then? I want to see what you're trying to do that's not working.Always done that way for all the tests.
There's one little complex spot in the village chain.Thanks for the detailed reply, but to clarify further, I already have towns elsewhere. I have had Social Contract for yonks and I have built a town or two (what a waste - I know), had some others apparently upgrade off their own bat, and even had a few give me the option to upgrade.
Is there an added complication so that some villages can upgrade and some can't? For example, one of those I'm having trouble with is on desert (flood plain).
Did kind of error messaging:
UndefinedSymbol: UNITCOMBAT_AIR_RECON
Used: fury units/civ4unitinfos.xml at line 34736
Used: fury units/civ4unitinfos.xml at line 52958
UndefinedSymbol: UNITAI_GREAT_HUNTER
Used: fury units/civ4unitinfos.xml at line 58340
Used: fury units/civ4unitinfos.xml at line 58347
UndefinedSymbol: UNITAI_HUNTER
Used: fury units/civ4unitinfos.xml at line 6435
Used: fury units/civ4unitinfos.xml at line 6636
Used: fury units/civ4unitinfos.xml at line 6829
Used: fury units/civ4unitinfos.xml at line 7375
Used: fury units/civ4unitinfos.xml at line 7393
Used: fury units/civ4unitinfos.xml at line 7470
Used: fury units/civ4unitinfos.xml at line 7482
Used: fury units/civ4unitinfos.xml at line 7573
Used: fury units/civ4unitinfos.xml at line 7591
Used: fury units/civ4unitinfos.xml at line 7686
Used: fury units/civ4unitinfos.xml at line 7704
Used: fury units/civ4unitinfos.xml at line 7798
Used: fury units/civ4unitinfos.xml at line 7811
Used: fury units/civ4unitinfos.xml at line 90739
Used: fury units/civ4unitinfos.xml at line 90795
Used: fury units/civ4unitinfos.xml at line 90799
Used: fury units/civ4unitinfos.xml at line 100912
Used: fury units/civ4unitinfos.xml at line 100966
Used: fury units/civ4unitinfos.xml at line 101104
Used: fury units/civ4unitinfos.xml at line 101122
UndefinedSymbol: UNITAI_PILLAGE_COUNTER
Used: fury units/civ4unitinfos.xml at line 71469
Used: fury units/civ4unitinfos.xml at line 71535
Used: fury units/civ4unitinfos.xml at line 71685
Used: fury units/civ4unitinfos.xml at line 71751
Used: fury units/civ4unitinfos.xml at line 71906
Used: fury units/civ4unitinfos.xml at line 71976
Used: fury units/civ4unitinfos.xml at line 72128
Used: fury units/civ4unitinfos.xml at line 72198
Used: fury units/civ4unitinfos.xml at line 72378
Used: fury units/civ4unitinfos.xml at line 72442
Used: fury units/civ4unitinfos.xml at line 74817
Used: fury units/civ4unitinfos.xml at line 89010
Used: fury units/civ4unitinfos.xml at line 91068
If you read what i wrote slooowly you'll understand . . in my other post
btw does the cache serve any purpose any longer??
@SO: You still getting any of this in any way?
@ TB
I am getting this: UNITCOMBAT_AIR_RECON not in the Unitcombatinfos?? But is in the UnitInfos?
and UNITAI_PILLAGE_COUNTER in the UnitInfos but not in the unitai area??
also UNITAI_HUNTER, UNITAI_GREAT_HUNTER
Did you add each of these in the prospective area??
Here is what i wrote
I didnt see any XML changes for these??
Those are defined. Probably in modules. So the only way you'd get a problem with them is if those modules they are defined in are turned off. I'll go look for them and put 'em in the core.
EDIT: Well... the UnitCombat is. The AI's are defined in the code. How we're getting any problem with them not being available when called is a mystery.
Since it's being displayed on the quarry display it would be from the quarry display recognizing multiple situational traits called industrial that's causing the double up - not an actual problem.I a hoping that there is an error in the hover over not the implementation. Industrious is being mentioned as giving +4twice for the quarry. See image.
I probably need to figure out how to add that trait and civic stuff to the pedia page also.
hmm... must not adapt well to new AIs. Wonder where it goes to find those defined since they are defined in the dll codes. Wouldn't worry 'bout it.OK i didnt see the air recon in the modules area before, so that was the main thing about that(it doesnt read modules) EXCEPT (see attached) its not listed here??? Or did i miss something here also??
I used an old XML checker called Civ Check. It doesnt read modules as i mentioned.
I tested a turn on your last game and it went through fine but there are certainly numerous potential sources of crash points in those adjustments. Back out of my last one until I can evaluate your end turn on the save you just loaded up. I probably won't get a chance to fix until tomorrow - this was one of those fixes that could introduce some funny stuff elsewhere that light testing wouldn't catch. Figured there might be a crash or two to fix after this one.EDIT:
Current SVN dll, crashed right away as soon as i clicked on next turn, poof CTD. Didnt CTD before this??
1 minute is not unacceptable. There were a few things done that would cause a little slowdown, yes, but it should be worthwhile as it meant fixes to the AI (major fixes at that). I cannot be inspired to break things just to speed them up. And if fixing them slows them a bit and there's no way around it then it should've been that slow all along. Our turn times are already nearly better than vanilla alone.Also (extra mention)
Forgot to mention that in the previous dll or the one before, that turn times have gone goofy again. It was perfect at 30 seconds even in the Modern Era that i was in, with around 500 cities on map, but then after those changes it was over 1 minute each turn which is unacceptable.(No offense) because its hard going from a great 30 sec to over 1 minute just because of a change?????(And i am NOT picking on you. ok.
Rev 7753:
Repeatable CTD on end of turn, save and minidump attached
Seems to be fixed with 7754 as long as the savegame was saved before 7752
I think it's probable and safe to assume that all of the crash reports since that point would now be equally resolved with the same condition.
Except my Rome one![]()
What's the 'tag' used that dictates that Cannon Forge should show up under the Military Advantages screen?