both fixed
Great work, thanks.
both fixed
End of turn does not go through . .
I don't think it's an issue... it's a text define and apparently isn't really used at the moment.@T-brd,
While looking at that setting
I noticed this one 4 lines above:
<Define>
<DefineName>PROFILER_ALTERNATE_SAMPLE_SET_SOURCE</DefineName>
<DefineTextVal></DefineTextVal>
</Define>
There is No Value for DefineTextVal. Is this correct? Or should it be 0?
JosEPh
Yeah, it's not exactly an upgrade in that sense but rather an adjustment to status so really it IS the same unit the way it was worked out. I'd have preferred it be an upgrade to avoid some potential issues but it wasn't necessary apparently.Most upgrades are different units. I can't find a unit for the Great Commander only the Great General.
I'm not 10000% sure of the logic here but I have found a way to eliminate this as a problem. I'll try to commit it soon. I'll want Alberts to check the logic on it though.
What is going on lately in turn times?? last month in Classical era it took around 15 seconds for 8 civ, Large map, now its taking OVER 30-45 seconds??
Found and repaired (I think - testing will prove this.) Pending update to the SVN soon.
EDIT: It wasn't a crash or an infinite loop exactly (one that wouldn't be eventually resolved anyhow) but it did hang the game for a very long time. This fix will probably help tremendously with turn times and the problem pointed out some things that could/should be done to optimize turn times significantly from here.
Yeah, it's not exactly an upgrade in that sense but rather an adjustment to status so really it IS the same unit the way it was worked out. I'd have preferred it be an upgrade to avoid some potential issues but it wasn't necessary apparently.
The Stealth Gunship has a red blob.
Damn... once I found the issue in upgrading units with buildups I realized this would be a problem that would need to be addressed but it never got from the head queue to paper and was forgotten. Thanks for the reminder.@TB:
Merging units that has build up promotions leads to a combined unit that can move with, in the extreme, all the the different build up promotions without loosing them.
If build up action is used again and you move the unit, the system will act as normal (build up prom. get removed).
Well it is causing problems with the XML on actions/outcomes apparently. I changed the order of the XML a bit on the GG to match the other G People, perhaps that will fix the problem.
Outside of the way the xml is arranged for actions/outcomes which could differ and make a difference as a result, xml tag orders no longer matter as they used to.
What's the issue exactly? Out of curiosity?
My Great Commander can (ie. has buttons to - I haven't tried them to see what happens) still abolish slavery or cannibalism in a foreign city that (presumably) still has them. Similarly my military captive has buttons to become a settled slave in that city (I am no longer in slavery).
<Actions>
<Action>
<MissionType>MISSION_REMOVE_WV_SLAVERY</MissionType>
<ActionOutcomes>
<Outcome>
<OutcomeType>OUTCOME_REMOVE_WV_SLAVERY</OutcomeType>
<iChance>100</iChance>
<PlotCondition>
<Is>TAG_OWNED</Is>
</PlotCondition>
<PythonCallback>doRemoveWVSlavery</PythonCallback>
</Outcome>
</ActionOutcomes>
</Action>
SVN revision: pretty recent, about 2-3 days old.
Did The Great Wall lose its ability to prevent barbarians from entering ones own borders? I have build it and there are barbarians entering my territory left and right.
hmm... Perhaps another condition needs to be placed here but I'm not entirely sure what. I'll look into how they are redefined to become a commander and what is being reported to python at least.see
I have the IS_OWNED in there and did before. It was just in a different order on the GG. The python call back was first.
Code:<Actions> <Action> <MissionType>MISSION_REMOVE_WV_SLAVERY</MissionType> <ActionOutcomes> <Outcome> <OutcomeType>OUTCOME_REMOVE_WV_SLAVERY</OutcomeType> <iChance>100</iChance> <PlotCondition> <Is>TAG_OWNED</Is> </PlotCondition> <PythonCallback>doRemoveWVSlavery</PythonCallback> </Outcome> </ActionOutcomes> </Action>
DH is right but it would be helpful to get a save that shows one entering somewhere they shouldn't be able to after end of turn. The way this would work now too may not deny barbs from landing from ships.SVN revision: pretty recent, about 2-3 days old.
Did The Great Wall lose its ability to prevent barbarians from entering ones own borders? I have build it and there are barbarians entering my territory left and right.
[2592.799] info type 'BUILDING_SEA_FLIGHTLESS_MYTH_EFFECT' not found, Current XML file is: modules\MrAzure\Celebration\Festivals\Festivals_CIV4BuildingInfos.xml
[2596.293] info type 'UNIT_BARREDOWL' not found, Current XML file is: xml\Units\CIV4SpawnInfos.xml
[2599.413] info type 'UNIT_SEAEAGLE' not found, Current XML file is: xml\Units\CIV4SpawnInfos.xml