No problem. Just curious, was it something to do with the bandits/criminals?
Hidden nationality units, yes.
No problem. Just curious, was it something to do with the bandits/criminals?
The number of exp you get from combat is based on the following values in XML for the unit that lost
and how that number relates to the value inCode:<iXPValueAttack>6</iXPValueAttack> <iXPValueDefense>3</iXPValueDefense>
I have always gone with iXPValueAttack about twice iCombat and iXPValueDefense at about the same as iCombat. I am not completely sure how this works but the number of exp you get from combat is related to your iCombat and their the other two values. With the minimum of 1. I notice that some of the new units have not changed the values in the first two tags. All three above are from one unit definition so you would only get 1 exp from that unit no matter how you beat it.Code:<iCombat>100</iCombat>
Ok, pinned this down. Testing the fix now, should be pushed later today. Thanks for the saves.
v29 - possible bug regarding research production per turn. Depending on the technology I select, my /turn changes:
Nothing selected - 6901 per turn
Aesthetics - 9316 per turn
Democracy - 10696 per turn
Martial Arts - 7936 per turn
Stirrup - 8626 per turn
I first started noticing this partway through the ancient era. Nothing appears to change within the cities, either (i.e. my capital has same specialists, same production, regardless of the technology I select. Nothing changes in Financial advisor as well, except for the Research field (but not the total commerce or anything else). Is this normal?
Alright then, I've got this on my list of medium priority release goals to investigate further. Please leave your savegame loaded here until I can let you know I've taken a look. (It's not TOO critical since at least you are getting some xp for each combat.)v29 - I am convinced that there is a bug in here; it's been happening for my whole game. I am only getting ~1 exp per battle, no matter what the combat odds say. This occurs regardless of what unit I use to attack, or what type of enemy unit I attack (barbarian, animal, or AI player). Dynamic exp is off, battlefield promotions is on, barbarian experience/generals is on.
In the attached example, my Mammoth Rider attacks a Bandit Rider (owned by Mongolian AI player). The Mammoth begins with 30.6 exp and combat odds says he will get +3 more. After the attack, however, he only has 31.6 exp, or a gain of +1.
I have never seen my units gain less than +1.0 exp. When they do gain more than +1.0, it's never more than about +1.5 and it's only when combat odds says they will get a TON (like 8+) when attacking.
Edit: It might have to do with Battlefield Promotions, OR I stumbled upon a 2nd bug. On that same same turn, I attacked the remaining bandit rider on that square with my Horse Archer right above it. Combat odds said I would get +4 exp, but instead of exp the horse archer got a promotion (Raider I). However, the horse archer also received an additional "level-up" promotion (as if he reached the level at 37 exp). When I selected the promotion, the "next level" exp requirement went to 50, but the archer is only at 36.4 exp (not enough to have reached that level).
v29 - Minor glitch, but my worker apparently received the Winter Born promotion when he was built. It serves no purpose for a worker, since it only provides attack/defense bonuses. Also to note, the picture/icon for Winter Born is a scorpion, which doesn't quite fit the "winter/tundra" theme...
Spoiler :Been running into a lot of bugs as I play through, so I'm going to start posting images this way so I don't run out of attachment space.
\Assets\Modules\ls612\Traits\ls612_CIV4TraitInfos.xml
<Type>TRAIT_CHARISMATIC</Type>
<iMilitaryProductionModifier/>
<Type>TRAIT_CHARISMATIC1</Type>
<iMilitaryProductionModifier/>
Yes, I know about that and it should be fixed now on the SVN for my traits.Charismatic trait is bugged.
(Developing leaders, focused traits, SVN 5211)
EDIT: I think these tags are wrong:
Code:\Assets\Modules\ls612\Traits\ls612_CIV4TraitInfos.xml <Type>TRAIT_CHARISMATIC</Type> <iMilitaryProductionModifier/> <Type>TRAIT_CHARISMATIC1</Type> <iMilitaryProductionModifier/>
If I replace them with "<iMilitaryProductionModifier>-15</iMilitaryProductionModifier>" it seems to be working corectly.
[341002.375] Unit Hunter (475175) for player 12 (Russian Empire) at (195,25) advertising for work
[341002.375] Unit Hunter (475175) for player 12 (Russian Empire) at (195,25) found work at (195,25) [to join 483371]
[341002.375] ...already at target plot.
[341002.625] Unit Hunter (475175) for player 12 (Russian Empire) at (195,25) found work at (195,25) [to join 483371]
[341002.625] ...already at target plot.
[341003.125] Unit Hunter (475175) for player 12 (Russian Empire) at (195,25) found work at (195,25) [to join 483371]
[341003.125] ...already at target plot.
[341003.625] Unit Hunter (475175) for player 12 (Russian Empire) at (195,25) found work at (195,25) [to join 483371]
[341003.625] ...already at target plot.
[341004.156] Unit Hunter (475175) for player 12 (Russian Empire) at (195,25) found work at (195,25) [to join 483371]
[341004.156] ...already at target plot.
[341004.656] Unit Hunter (475175) for player 12 (Russian Empire) at (195,25) found work at (195,25) [to join 483371]
[341004.656] ...already at target plot.
does anyone know why ocean tiles randomly pop up on coast tiles?
bAdvance = canAdvance(pPlot, ((pDefender->canDefend()) ? 1 : 0));