I was unable to replicate the problem. I'd need your savegame. Maybe. Not sure I would be able to resolve it still.using the latest SVN ( 8849 ).
after researching the first technology ( prehistoric Start , Eon speed ) every subsequent technology is shown as only taking 1 turn to research - game unplayable.
DavidR
Another game played at Snail pace . Everything all right until a Goody Hut gave research points to finish a technology , then 1 turn technologies from then on.
Saved Game attached
@Faustmouse.Updated my saved game to the most recent SVN and I now have a Lunar Sciencebooster building available to build in the Prehistoric Era.
@Faustmouse.
While I would have this resolved with my review of these units, I figured it wouldn't take long to go in and give them the correct specialunittype definitions so next time I commit this will be a part of it.Rogue still cant get on tomol unit but can go on raft. Should be able to get on tomol also then.
I've said before that I think that space stuff (being so far in the future of the mod, in every respect) should be in its own (deactivateable) module.
Was the way forts work with zoc changed recently? I have a line of forts, like this:
X1XF
FX2X
I'm under attack, and the AI was able to pass from position 1 to position 2, with a huge stack of regular units. I _am_ playing with zoc enabled. I checked into world builder and confirmed that the zoc for each fort is intact - I can't pass from the 1 to the X below, but I can pass from the zoc of the fort into the zoc of the other. I also checked for Open borders vs Closed borders - no change!
Was zoc changed recently? I did look at the change logs, but couldn't find anything ...
This would ruin the "build a defensible border" idea (and a game where I am beating back doom stacks of hundreds of AI units with mere dozens of my own.)
Could the reason be that Fort A is not visible from Fort B (hills and forests in between). I didn't test this in flat terrain.
Thanks!
Was the way forts work with zoc changed recently? I have a line of forts, like this:
X1XF
FX2X
I'm under attack, and the AI was able to pass from position 1 to position 2, with a huge stack of regular units. I _am_ playing with zoc enabled. I checked into world builder and confirmed that the zoc for each fort is intact - I can't pass from the 1 to the X below, but I can pass from the zoc of the fort into the zoc of the other. I also checked for Open borders vs Closed borders - no change!
Was zoc changed recently? I did look at the change logs, but couldn't find anything ...
This would ruin the "build a defensible border" idea (and a game where I am beating back doom stacks of hundreds of AI units with mere dozens of my own.)
Could the reason be that Fort A is not visible from Fort B (hills and forests in between). I didn't test this in flat terrain.
Thanks!
Sounds like a good game, even if you DO use ZoC. (not a fan)
let's see...
X1XF
FX2X
Moving from 1 to 2? Is possible. You would be moving from one zone source's zone to another and that's not a problem. It's only a problem if you're moving from a zone source's zone of control (plots adjacent to a zoc source) to another plot within the same zone. These units followed the rules of ZoC legally.