Dancing Hoskuld
Deity
when I upgrade my Hunter to a Ranger it loses its hunter III and hunter IV promotions. This is no problem if you are using the unlimited exp option as you will still have the exp to spend but I don't.
when I upgrade my Hunter to a Ranger it loses its hunter III and hunter IV promotions. This is no problem if you are using the unlimited exp option as you will still have the exp to spend but I don't.
- GP and GG/GH requirements are much higher, so effectively their generation rate is much slower
S.
This was reported before and the question that needs to be answered is what promotion is required for Hunter III that's being lost in that upgrade and why that promotion is being lost for the Ranger when it was valid for the Hunter. Just a bit of research on that subject that anyone could do.when I upgrade my Hunter to a Ranger it loses its hunter III and hunter IV promotions. This is no problem if you are using the unlimited exp option as you will still have the exp to spend but I don't.
We had this problem with Camel Riders last version. It proved then to be a graphics issue with the unit. I suspect if it's going to be looked into by the graphics guys then you'll need to let them know what cultural base your units are utilizing.And there is a bug with some naval units (I noticed that with the earliest Workboats and Decaremes). When I chose them, a menu of actions is displayed improperly - like for a previous unit. If I want to make them e.g. work a tile (Workboat) or heal (Decareme), I need to use a keyboard shortcut.
No cost for anarchy was established on early civics.- I am in early Classical era and I had no Anarchy yet - and I had some big civic changes (the last ones connected with Democracy, Aristocracy, Currency, Meditation, CoL); instead of waiting for a GP/GH I may change civics immediately
I don't know when or how this was adjusted.- GP and GG/GH requirements are much higher, so effectively their generation rate is much slower
I'm just now beginning to hear that this system is flawed and that it's pumping out a lot more criminals than it was ever supposed to.- some (most?) of AI cities have a lot of Ruffians! When I razed AI cities at an island I invaded, I had to defeat forces like 40 Thiefs and 40 some other early Ruffians (Rogues?). Now my Stalkers autorazed some other AI city (it blocked their way) and now I have to defeat even more units, something like 2x60.
Again... no idea how and where this was somehow adjusted. The math itself has gone untouched unless a typo took place somewhere in the code.Who ever knows how to fix this could u pls do it as soon as possible, , because right now it is taking waaaaay to long to get them, and the way it is now kinda makes it not worth it![]()
Hi,
Maybe you can help me, how to fix missing UI.
I cannot see user/city interface (see screenshot)
I use Windows10.
Civ4 Complete.
Tried to change rootDir to
rootDir = "C:/Users/Albinos/Documents/My Games/Beyond the Sword"
But still no effect.
This was reported before and the question that needs to be answered is what promotion is required for Hunter III that's being lost in that upgrade and why that promotion is being lost for the Ranger when it was valid for the Hunter. Just a bit of research on that subject that anyone could do.
<Combat>UNITCOMBAT_HUNTER</Combat>
<SubCombatTypes>
<SubCombatType>UNITCOMBAT_EXPLORER</SubCombatType>
<SubCombatType>UNITCOMBAT_SPECIES_HUMAN</SubCombatType>
<SubCombatType>UNITCOMBAT_WEAPON_METHOD_DISTANCE_SECONDARY</SubCombatType>
<SubCombatType>UNITCOMBAT_WEAPON_STYLE_H2H_SINGLE_HAND_ONLY</SubCombatType>
<SubCombatType>UNITCOMBAT_WEAPON_STYLE_SIDEARM_SINGLE_HAND_ONLY</SubCombatType>
<SubCombatType>UNITCOMBAT_WEAPON_STYLE_DIST_SINGLE_HAND_ONLY</SubCombatType>
<SubCombatType>UNITCOMBAT_WEAPON_H2H_KNIFE</SubCombatType>
<SubCombatType>UNITCOMBAT_WEAPON_SIDEARM_KNIFE</SubCombatType>
<SubCombatType>UNITCOMBAT_WEAPON_DIST_JAVELIN</SubCombatType>
<SubCombatType>UNITCOMBAT_ARMOR_LIGHT</SubCombatType>
<SubCombatType>UNITCOMBAT_SPEED_FAST</SubCombatType>
<SubCombatType>UNITCOMBAT_MOTILITY_FOOT</SubCombatType>
<SubCombatType>UNITCOMBAT_QUALITY_EXCEPTIONAL</SubCombatType>
<SubCombatType>UNITCOMBAT_GROUP_PARTY</SubCombatType>
<SubCombatType>UNITCOMBAT_SIZE_MEDIUM</SubCombatType>
<SubCombatType>UNITCOMBAT_HEALS_AS_PEOPLE</SubCombatType>
</SubCombatTypes>
<Combat>UNITCOMBAT_HUNTER</Combat>
<SubCombatTypes>
<SubCombatType>UNITCOMBAT_EXPLORER</SubCombatType>
<SubCombatType>UNITCOMBAT_SPECIES_HUMAN</SubCombatType>
<SubCombatType>UNITCOMBAT_WEAPON_METHOD_DISTANCE_SECONDARY</SubCombatType>
<SubCombatType>UNITCOMBAT_WEAPON_STYLE_H2H_PRIMARY_PLUS_SECONDARY</SubCombatType>
<SubCombatType>UNITCOMBAT_WEAPON_STYLE_SIDEARM_SINGLE_HAND_ONLY</SubCombatType>
<SubCombatType>UNITCOMBAT_WEAPON_STYLE_DIST_SINGLE_HAND_ONLY</SubCombatType>
<SubCombatType>UNITCOMBAT_WEAPON_STYLE_BACKUP_SINGLE_HAND_ONLY</SubCombatType>
<SubCombatType>UNITCOMBAT_WEAPON_H2H_AXE</SubCombatType>
<SubCombatType>UNITCOMBAT_WEAPON_H2H_KNIFE</SubCombatType>
<SubCombatType>UNITCOMBAT_WEAPON_SIDEARM_KNIFE</SubCombatType>
<SubCombatType>UNITCOMBAT_WEAPON_DIST_SHORTBOW</SubCombatType>
<SubCombatType>UNITCOMBAT_WEAPON_BACKUP_KNIFE</SubCombatType>
<SubCombatType>UNITCOMBAT_ARMOR_LIGHT</SubCombatType>
<SubCombatType>UNITCOMBAT_SPEED_FAST</SubCombatType>
<SubCombatType>UNITCOMBAT_MOTILITY_FOOT</SubCombatType>
<SubCombatType>UNITCOMBAT_QUALITY_EXCEPTIONAL</SubCombatType>
<SubCombatType>UNITCOMBAT_GROUP_PARTY</SubCombatType>
<SubCombatType>UNITCOMBAT_SIZE_MEDIUM</SubCombatType>
<SubCombatType>UNITCOMBAT_HEALS_AS_PEOPLE</SubCombatType>
</SubCombatTypes>
This problem has been with us for a while. You can save during that infi loop and then reload and it goes directly into the end of game sequence if it does what I've seen before. Will address in turn if I can do something about it.@TB
seems to be something wrong in the coding of when the enemy civ takes over ur capital (only remaining town) but then i hear alot of popping sounds and then looks like an endless loop, it cant decide what to do??
I think generally speaking they can react appropriately to animal incursions. I'm not 100% sure of this but there's some reasons to think they will. They understand what animals can and cannot enter borders better than a player would.The new animal system is good, makes it harder to hunt and to generate super generals as animals no onger attacking allways, so i cant kill a enemy civ easy now at start, but the animals can go into my borders, well thats realistic but can the AI guard its gatherer to improve the plots? Or better to turn on the option "animals always stay out"?
Not easy to do now that the order of the XML is not enforced.
The only differences are in the subcombat types while the Hunter has a not_unitai and is available to Neanderthals.
HunterCode:<Combat>UNITCOMBAT_HUNTER</Combat> <SubCombatTypes> <SubCombatType>UNITCOMBAT_EXPLORER</SubCombatType> <SubCombatType>UNITCOMBAT_SPECIES_HUMAN</SubCombatType> <SubCombatType>UNITCOMBAT_WEAPON_METHOD_DISTANCE_SECONDARY</SubCombatType> <SubCombatType>UNITCOMBAT_WEAPON_STYLE_H2H_SINGLE_HAND_ONLY</SubCombatType> <SubCombatType>UNITCOMBAT_WEAPON_STYLE_SIDEARM_SINGLE_HAND_ONLY</SubCombatType> <SubCombatType>UNITCOMBAT_WEAPON_STYLE_DIST_SINGLE_HAND_ONLY</SubCombatType> <SubCombatType>UNITCOMBAT_WEAPON_H2H_KNIFE</SubCombatType> <SubCombatType>UNITCOMBAT_WEAPON_SIDEARM_KNIFE</SubCombatType> <SubCombatType>UNITCOMBAT_WEAPON_DIST_JAVELIN</SubCombatType> <SubCombatType>UNITCOMBAT_ARMOR_LIGHT</SubCombatType> <SubCombatType>UNITCOMBAT_SPEED_FAST</SubCombatType> <SubCombatType>UNITCOMBAT_MOTILITY_FOOT</SubCombatType> <SubCombatType>UNITCOMBAT_QUALITY_EXCEPTIONAL</SubCombatType> <SubCombatType>UNITCOMBAT_GROUP_PARTY</SubCombatType> <SubCombatType>UNITCOMBAT_SIZE_MEDIUM</SubCombatType> <SubCombatType>UNITCOMBAT_HEALS_AS_PEOPLE</SubCombatType> </SubCombatTypes>
RangerCode:<Combat>UNITCOMBAT_HUNTER</Combat> <SubCombatTypes> <SubCombatType>UNITCOMBAT_EXPLORER</SubCombatType> <SubCombatType>UNITCOMBAT_SPECIES_HUMAN</SubCombatType> <SubCombatType>UNITCOMBAT_WEAPON_METHOD_DISTANCE_SECONDARY</SubCombatType> <SubCombatType>UNITCOMBAT_WEAPON_STYLE_H2H_PRIMARY_PLUS_SECONDARY</SubCombatType> <SubCombatType>UNITCOMBAT_WEAPON_STYLE_SIDEARM_SINGLE_HAND_ONLY</SubCombatType> <SubCombatType>UNITCOMBAT_WEAPON_STYLE_DIST_SINGLE_HAND_ONLY</SubCombatType> <SubCombatType>UNITCOMBAT_WEAPON_STYLE_BACKUP_SINGLE_HAND_ONLY</SubCombatType> <SubCombatType>UNITCOMBAT_WEAPON_H2H_AXE</SubCombatType> <SubCombatType>UNITCOMBAT_WEAPON_H2H_KNIFE</SubCombatType> <SubCombatType>UNITCOMBAT_WEAPON_SIDEARM_KNIFE</SubCombatType> <SubCombatType>UNITCOMBAT_WEAPON_DIST_SHORTBOW</SubCombatType> <SubCombatType>UNITCOMBAT_WEAPON_BACKUP_KNIFE</SubCombatType> <SubCombatType>UNITCOMBAT_ARMOR_LIGHT</SubCombatType> <SubCombatType>UNITCOMBAT_SPEED_FAST</SubCombatType> <SubCombatType>UNITCOMBAT_MOTILITY_FOOT</SubCombatType> <SubCombatType>UNITCOMBAT_QUALITY_EXCEPTIONAL</SubCombatType> <SubCombatType>UNITCOMBAT_GROUP_PARTY</SubCombatType> <SubCombatType>UNITCOMBAT_SIZE_MEDIUM</SubCombatType> <SubCombatType>UNITCOMBAT_HEALS_AS_PEOPLE</SubCombatType> </SubCombatTypes>
Both Hunter 3 and hunter 4 promotions are available to unitcombat_hunter
9237
Just updated since Mid April (9214).
The game CTDs on the initial loading screen. Can only post a minidump.
I fixed the hot seat problem. - A game breaker.
There is one more tech vertically than it can fit at the resolution we use. Platyping says it all fits on a single page vertically automatically but it isn't. I need to get back to him.
- Not quite as important since it is just old men who have the problem![]()
We had this problem with Camel Riders last version. It proved then to be a graphics issue with the unit. I suspect if it's going to be looked into by the graphics guys then you'll need to let them know what cultural base your units are utilizing.
I don't know when or how this was adjusted.
Actually in the second case this was just 60+ Thiefs with no Rogues, but this is way too much anyway (however, thanks to that I have LOTS of slaves).I'm just now beginning to hear that this system is flawed and that it's pumping out a lot more criminals than it was ever supposed to.
When I upgraded my Hunter to a Ranger it lost the Hunter 3 and hunter 4 promotions.
I went into world builder and gave the unit enough exp for two upgrades and I was able to get them again. ie I had all the requirements for hunter 3 which was the last requirement for hunter 4.
I am not playing with unlimited exp so without going into world builder to fix the problem would have required killing 300+ animals.
Assigning the promotion probably gets around prereqs entirely. You could give any promotion to any unit in world builder and it would keep it because it's assigned as free. (usually this is enough to ignore many prereqs.)
Looking at the xml it shows that Hunter III has these lines (which Hunter II does not so I know all the more this is where the issue is):
<PromotionPrereqOr1>PROMOTION_WOODSMAN2</PromotionPrereqOr1>
<PromotionPrereqOr2>PROMOTION_GUERILLA2</PromotionPrereqOr2>
So one of the two promotions are forming the prerequisite for Hunter III and they are being lost upon upgrade. I don't see Woodsman1 or Woodsman2 or Guerilla1 or Guerilla2 being obsoleted for the Ranger for any reason so is it possible that the Hunter is getting a free promotion it doesn't get as a Ranger?
That's a lot of stuff going on there stachnie, much of which shouldn't be. I'm a little confused by some of it but will take a look when I can.
I did not assign the promotion in WB. I gave the unit exp so it could get promotions. After upgrade it only had 25 before upgrade 457 or so so I just gave it 460 in WB. Then back in game I was able to give it hunter 3 then hunter 4. No other promotions were needed!
The free promotions are the same and not in the list of prerequisites for the hunter 3 and 4 promotions.