Dancing Hoskuld
Deity
when i try to build route 66 my turn process goes infinite. when i take it of the queue turn advances. all squares are railroad by then
ggm
If all plots are railway then it can't put down highways

when i try to build route 66 my turn process goes infinite. when i take it of the queue turn advances. all squares are railroad by then
ggm
I ran some evaluations on this type of scenario. Building construction checked out to work properly. What would have to happen is if the building were somehow allowed to be built multiple times in a city or perhaps the building, as soon as built, was then disabled right away due to lacking a resource or something.This is a symptom of a new bug. I have just had the same sort of thing happen to a stack of captives. Before I would select "build slave building x" and one slave would build the building and be removed from the stack leaving me with the rest of the stack waiting for orders. Now I loose all the slaves in the stack and the building is built. IE each slave gets the order and executes it rather than saying that the building is already built so I can't do the order. This is new in v36 @TB any ideas?
I ran some evaluations on this type of scenario. Building construction checked out to work properly. What would have to happen is if the building were somehow allowed to be built multiple times in a city or perhaps the building, as soon as built, was then disabled right away due to lacking a resource or something.
A save evidencing this problem may be able to reveal something else I suppose but the only loopholes I could see taking place were the above 2 mentioned and I don't think it would be possible to set a building to be capable of being built multiple times and even if it is, it wouldn't get past a check being made here. So the disabling is about the only scenario I can think of that would make this possible.
The other possibility is that you're looking at the 'add as specialist' command - that's going to behave much differently and would allow multiple units to all add themselves at one time.
I need to know the exact SVN revision you were on.
That's an experiment I'm running in my civic modmod.Commit 8811 with major changes to HN seems somehow broken.
I started a new game (including Toffers' mod) and it doesn't feel right. Chasers, Scouts, Brutes, Stone Spearman and so on have HN but roam around together with regular troops.
Is this intended?
For me HN was the special für crime units, regular troops shouldn't have HN at all.
That's an experiment I'm running in my civic modmod.
Kinda like enforcing minor civs through prehistoric. All combatants from prehistoric era having hidden nationality and "attack without causing war" capability.
Recons and hunters weren't supposed to have HN though.
I'm curious about how it plays out is all; I might go back on it.
Nice; btw, how are venom, cold, warm and electric damage functionality coming along on the dll side? those things might be fun to play around with at some point, especially venom. ^^You should be able to have some modmod fun with my next commit! Wait 'til you get a load of what's to come... (Note that it won't have any immediate impact until the unit review I'm working on is fully implemented - but it sure will give you some interesting toys to play with.)
Commit 8811 with major changes to HN seems somehow broken.
I started a new game (including Toffers' mod) and it doesn't feel right. Chasers, Scouts, Brutes, Stone Spearman and so on have HN but roam around together with regular troops.
Is this intended?
For me HN was the special für crime units, regular troops shouldn't have HN at all.
CTD with 8818 i believe
Thanks for both reports! Further game testing usually finds something when major adjustments are made. I'll be more than happy to take a look into these quickly. @SO: I'm sure you can see why the last bug report addressing was delayed - I can't get to those things when in mid-project. Now that the project is committed I can debug that along with these.(release v36 = SVN Revision 8819)
I updated SVN this morning and have been having CTDs that seem to be related to my northern most Ambusher in a Roman pallisade outside Rome (controlled by Wrub). It seems to happen when the ambusher leaves the pallisade. From the save, you can advance the turn. If you leave him alone you can continue to play but if you move him out it crashes.