TB,
can you pls check this game out, it is taking 10X the normal turn times, and i just checked and there is only 1 city per civ, and only like 8 civ or so, in PreH Era?? waaaaaaaay to long for turn times, i expect it to be less than 10 seconds, not 30-40 secs??
You sure you weren't posting that save due to a crash bug? Unexpectedly, I found a particularly nasty one that could easily come up in many games. Have you run that save one more turn? lol.
Anyhow, THAT's been fixed. Inadvertently.
Note: this fix should be included in v36! So await my next commit before finalizing please.
No but great then
I was just getting upset because it was taking to darn long for turn times on a land map.
Anyways as in the para i wrote i am trying an UPDATED version of a great python map, i made a few changes, only thing i dont like is all the darn thundra and snow. . . maybe DH can help since AIAndy is gone . .
Damn it, the bug is still there. Good news is I figured out what triggers it; loading a save. So every time a save is loaded all the the unitcombats stats gets added on top of whatever stats the unit had when the save was made.I am now certain that there are no more typos in my xml and will test if the "bug" persist after fixing this typo. So in the meantime you don't need to worry about this issue, might have been a false positive/flag.Spoiler :After removing all instances of these:
- <UnitCombatChangeModifiers>
- <PursuitVSUnitCombatTypesChanges>
- <DodgeVSUnitCombatTypesChanges>
- <PrecisionVSUnitCombatTypesChanges>
- <ArmorVSUnitCombatTypesChanges>
from unitcombatinfos, the issue disappeared completely.
I also noticed that I've made this error in almost every instance I used <PrecisionVSUnitCombatTypesChanges> which might be the root of my troubles.
Spoiler :Code:<PrecisionVSUnitCombatTypesChanges> <PrecisionVSUnitCombatTypesChange[B][COLOR="Red"]s[/COLOR][/B]> <UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType> <iModifier>5</iModifier> </PrecisionVSUnitCombatTypesChange[B][COLOR="red"]s[/COLOR][/B]> </PrecisionVSUnitCombatTypesChanges>
Damn it, the bug is still there. Good news is I figured out what triggers it; loading a save. So every time a save is loaded all the the unitcombats stats gets added on top of whatever stats the unit had when the save was made.
The bug appears to be non reproducible if the game just got launched, so it only happens after having played some turns, then save; this save will show the bug even if one exits the game before loading it.Well that's strange. Very strange. I haven't seen this on this end and no others have reported such incredibly obvious strange behavior so I wonder if it could still be a particular tag in use there causing this effect. Loading a save should not cause a unit to reprocess all its unitcombats again. Shouldn't even be possible. And while it could be possible that final values are being SAVED incorrectly, such as perhaps double what they were somehow, it's hard to fathom what could trigger this... or what modification could have triggered it.
hmm... I'll be thinking on this.
There is only 1 Cache.dat file in that folder; I can try to delete it and see if it helps though I doubt it as I delete it every time I update my working copy and I encounter the bug in every game I play.Do you have a cache folder in your Assets that is showing more than just a Cache.dat file? If so... delete that whole Cache folder and the issue may clear up entirely.
My wife and I are about to play some so I'll be on the lookout for any issue.
Looks like he is using the subdued animals, it is just that they have no more things to build with them in the capital city.
edit I am seriously considering making all subdued animals have zero combat since they are supposed to represent a couple of animal (2 or 3) and a handler. That may reduce the use of them for combat and recon by the AI.
The Haast´s eagle is way too big (the subdued one, too. It is more the size of a full grown dragon. It is so big that I consider it a bug.
I fixed the current crime bug thats killing all AI civs, so you can continue my scenario with your savegames.
http://forums.civfanatics.com/showthread.php?t=552901
It has already been reduced in size. It needs to be bigger than its main food, the Moa.