No need to worry.
I just loaded your game with the current SVN 5309, did a recalc and was able to build the culture wonders you requested.
See yourself!![]()
Thanks a ton, man !!! =) Doing recalc didn't come to my mind

No need to worry.
I just loaded your game with the current SVN 5309, did a recalc and was able to build the culture wonders you requested.
See yourself!![]()
I have a pretty good idea what could be going on with these and how to fix them but I don't have much time to get at it right away. Sorry for that. If you'd like to look into it, check the units that are losing their promos like this and see if they have a <Combat> tag set and not just <SubCombatTypes>. That's the first thing to attempt. If its not that then its a more complex issue in the code somehow.i have another promotion error??
Lost my Woodsman promo??
hm.. there ARE some messaging options that you may have set to less than optimal to your preferences. Take a thorough look through the bug options and see if something in there clears it up.I'm still having multiple cases of units simply disappearing. While Barbary Corsairs/Privateers maybe hang out on reefs until they are dead a Warlord Corporal disappeared suddenly without any kill message and terrain damage is off. Only noticing this because national units become buildable again. No savegames so far because it takes sometimes a few turn to notice.
Is there a notice in one of the logs whenever a unit is killed/moved off the map?
Edit: Found the defeat entry in the autolog but not in the actual ingame event log.
Edit2: It seems like color="Red" defending messages do not show up in the ingame log, only in the autolog. Why these message are color="Red" instead of color="DarkRed" I don't know.
This was a problem before my update... I noticed it taking place in our game before she updated her system (where we're playing our hotseat game). I don't know if ls612 will be looking into that on his xml side or if I'll need to later but if its still there by some time this weekend I'll make sure it's up and running correctly.Noticed with rev. 5298:
The Forest Worker promotions don't appear to give any bonuses to work speed (at least nothing appears in the tooltip for the promotions), unlike the other Worker promotions (i.e. Field Worker, etc.).
I have a pretty good idea what could be going on with these and how to fix them but I don't have much time to get at it right away. Sorry for that. If you'd like to look into it, check the units that are losing their promos like this and see if they have a <Combat> tag set and not just <SubCombatTypes>. That's the first thing to attempt. If its not that then its a more complex issue in the code somehow.
Bandit Rider:
<Combat>UNITCOMBAT_MOUNTED</Combat>
<SubCombatTypes>
<SubCombatType>UNITCOMBAT_CRIMINAL</SubCombatType>
</SubCombatTypes>
Ranger:
<Combat>UNITCOMBAT_HUNTER</Combat>
So what your telling me, BlueGenie, is... you have set your units to automove... and the micromanage them and check their routes every turn before they move?
Why are you using automove in the first place then?
Also, the idea that I need to hit a multikey combo... for every one of literally thousands of turn... all so I don't randomly get screwed up as automated units enter combat after I've got another unit autoselected as the screen abruptly shifts to some random automated unit in combat?
That sounds like a punishment in a negatively aligned afterlife.
hm.. there ARE some messaging options that you may have set to less than optimal to your preferences. Take a thorough look through the bug options and see if something in there clears it up.
CTD sometime between turns.
Updated to current SVN to check if taht helped. Still CTD.
Uploading Minidump and a "just press enter" save.
1 things I have done in my game that you should be aware of if it shows to be about any such:
Hunter line units don't go obsolete. Mentioning this as something was problematic with those already.
In responce to the automove units should go first comments so far:
Please don't set them first. I want to be able to look around and STOP any automoves I deem should do something else BEFORE they move every turn in reaction to what opponents might have done or moved to.
This is possible now due to automove not being irrevocably before any other unit pops up. In fact aome other unit always pops up before any automove units as it stands now.
So this comes down to preference and as such could be set as an option but in all fairness it already IS an option.
When your first unit pops up all you need to do is to press CTRL+a (I think, getting uncertain here as it could be SHFT+a too, but it's one of them) and all the automove units will do their moves. Problem solved.
Cheers
Should Zone of Control by YOUR own GG be hurting YOUR own troops from moving into battle to take an advantage??
I cant move into certain titles because of this???(see attached)
SVN 5304, No VP
From rev. 5312:
If you go to the Lumberjack improvement entry in the Civopedia, and click on Lumbermill in the 'Becomes Lumbermill in X turns' line, it takes you to the Lumbermill building instead of the Lumbermill improvement. The same problem exists with the Workshop improvement entry - clicking on Factory takes you to the Factory building, not the Factory improvement.
EDIT: Sentry for workboat on Automated does NOT build it?? It sat there for over 10 turns, till the AI came along and killed it.(attached 3)
Why would you think that sentry would cause anything to be built? I have seen automated work boats go out build a beacon and then go back to port OK.