They are expanding if you have the traits off.
Updated SVN today, 50-60 turns passed - they still don't expand (not a single city have been built).
So what do i have to turn off in new game so AI plays normally?
They are expanding if you have the traits off.
Hmm... that's an important difference there. I'll have to evaluate the situation itself to see if there's a way around it causing a crash.@thunderbrd
This crash happens because of a stack overflow in this pLoopUnit->jumpToNearestValidPlot() call in CvUnit::setXY. You changed the previous canCoexistWithEnemyUnit into canUnitCoexistWithEnemyUnit that must cause it.
Code:if (isEnemy(pLoopUnit->getTeam(), pNewPlot) || pLoopUnit->isEnemy(getTeam())) { if (![B][COLOR="Red"]canUnitCoexistWithEnemyUnit(pLoopUnit, pNewPlot)[/COLOR][/B]) { if (NO_UNITCLASS == pLoopUnit->getUnitInfo().getUnitCaptureClassType() && pLoopUnit->canDefend(pNewPlot)) { [B]pLoopUnit->jumpToNearestValidPlot()[/B]; // can kill unit } else { if (!m_pUnitInfo->isHiddenNationality() && !pLoopUnit->getUnitInfo().isHiddenNationality()) { GET_TEAM(pLoopUnit->getTeam()).changeWarWeariness(getTeam(), *pNewPlot, GC.getDefineINT("WW_UNIT_CAPTURED")); GET_TEAM(getTeam()).changeWarWeariness(pLoopUnit->getTeam(), *pNewPlot, GC.getDefineINT("WW_CAPTURED_UNIT")); GET_TEAM(getTeam()).AI_changeWarSuccess(pLoopUnit->getTeam(), GC.getDefineINT("WAR_SUCCESS_UNIT_CAPTURING")); } if (!isNoCapture()) { pLoopUnit->setCapturingPlayer(getOwnerINLINE()); } pLoopUnit->kill(false, getOwnerINLINE(), true); } } }
Would be interesting to see a savegame. I don't suppose you're playing with a unit tile limit or something odd like that?Updated SVN today, 50-60 turns passed - they still don't expand (not a single city have been built).
So what do i have to turn off in new game so AI plays normally?
Both are quite interesting. Please provide a save that can replicate the situation. The archer at least... I can probably solve the rogue issue with a test case here.I got a strange bug.
I make a rogue, all going normal when suddenly the rogue cant attack, just push the enemy.
Anothe issue is my archer, when i destroy a road of enemy, the archer desapear!
Would be interesting to see a savegame. I don't suppose you're playing with a unit tile limit or something odd like that?
Both are quite interesting. Please provide a save that can replicate the situation. The archer at least... I can probably solve the rogue issue with a test case here.
Ok... I've fixed the problem that caused the crash due to the recent changes for tunnel dynamics and also the one regarding always hostile HN units being unable to attack. I'll have to look into each of those last three one at a time here.
Please be more specific. I need to have something to test. In many cases, units aren't supposed to be able to move after attacking anyhow.OK, Thanks!
Now, when i attack, i can't move after.
Please be more specific. I need to have something to test. In many cases, units aren't supposed to be able to move after attacking anyhow.
I've just tested both of your saves btw and it appears both are fine now - it's entirely possible I fixed both issues with the last update.
I got a strange bug.
I make a rogue, all going normal when suddenly the rogue cant attack, just push the enemy.
Interesting - I found I do have a replicable situation here. Furthermore, it looks like we might, in this, have found one of the triggers for the ghost unit problem here. Very interesting indeed... looking into it now. Thanks for the report!
EDIT: Yeah, it's not the ghost unit issue. I think that was solved by a correction regarding HP and Damage recently. THIS is far more... interesting. Some catch that shouldn't be taking place in canmove.
EDIT: Ok, found the issue and have resolved it. Update pending.
Thanks, i test and its ok.
Can you see the other problem of destroy the trail path? When i do, all the units desapear of tile.
Just updated to 8191 and Composite Bowmen no longer update to Bellybow or early crossbow. Last night, prior to 8191 update, my composite would upgrade to Belly. I just got early crossbow after the update.
Is this intentional that Composite can't upgrade to either belly or early crossbow now?
JosEPh
SVN 8191 research values do not get reset upon regenerate map.
How to replicate:
-start a game (in my case large map/deity/nightmare)
-settle in place. You now get 11 research points/turn
-regenerate map. Settle in place. You now get 21 research points per turn.
Seems like the classic type of bug of not setting variables to zero before
starting a calculation.