Single Player bugs and crashes v36 plus (SVN) - After the 24th of October 2015

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Good to know at least.

I noticed it before but not that much maybe updating the mss32.dll to a newer version could fix that issue. I'am going to commit the changes i have been working on and a few other things i have found in the next days.
 
I got a Hunter from a goody hut but I don't have the tech needed to build hunters.

You don't need to. The results are filtered by era but make no check against your tech level. It's a 'goody' for a reason.
 
I noticed it before but not that much maybe updating the mss32.dll to a newer version could fix that issue. I'am going to commit the changes i have been working on and a few other things i have found in the next days.

Ok... can't say I'm familiar with what mss32.dll is even for here but this is where I defer to the wisdom of the 'real' programmers ;)
 
Ok... can't say I'm familiar with what mss32.dll is even for here but this is where I defer to the wisdom of the 'real' programmers ;)

Maybe you fixed or changed the missing sounds for viper unit or any other unit and thats causing problems in there...
 
Also do not use ruthless or aggressive ai. The ai does nothing at all with those options on. They'll stay at ONE city forever with those on.
 
BUG? Ok started a new game now with UEM 2.4, its autosaving now every turn? You mod that? There is no autosave in BUG enabled as i see, where to turn it off? No option in normal game options also.
 
BUG? Ok started a new game now with UEM 2.4, its autosaving now every turn? You mod that? There is no autosave in BUG enabled as i see, where to turn it off? No option in normal game options also.

We did not; autosave frequency can be adjusted in the ini usually found in: "\My Documents\My Games\Beyond the Sword\CivilizationIV.ini"
 
BUG: In subdued raccoon unit, screenshot. TXT_UNIT...

ALSO: Can you give the field commander also the option to go into forced march? Makes sense... otherwise he has to run behind his troops. ;)
 

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BUG: In subdued raccoon unit, screenshot. TXT_UNIT...

ALSO: Can you give the field commander also the option to go into forced march? Makes sense... otherwise he has to run behind his troops. ;)

Question and Observation: if Washington DC is your Capital where is your Tribal Guardian (TG)? Did you remove them from your Scenario? No Capital city in the game should lack a TG.

And are you aware that the TG thru the Red Shield action button can be set to Crime Fighting and reduce crime in the beginning of the game? Just like Aplha male building.

JosEPh
 
Question and Observation: if Washington DC is your Capital where is your Tribal Guardian (TG)? Did you remove them from your Scenario? No Capital city in the game should lack a TG.

And are you aware that the TG thru the Red Shield action button can be set to Crime Fighting and reduce crime in the beginning of the game? Just like Aplha male building.

JosEPh

Tribal Guardian is in town. ;) You cant see him because the subdued raccoon unit is selected. No i am not aware that the TG may reduce crime with the red button, good info i will use it, thanx. Ok, i checked, there is no red shield button for my tribal guardian... ??? Ah ok i have to unfortifie the tribal guardian then i see the red shield button... (Every civ starts with a tribal guardian in scenario)
 

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ALSO: Can you give the field commander also the option to go into forced march? Makes sense... otherwise he has to run behind his troops
No. When a commander is given additional movement it doesn't apply to him it applies to the units he commands.

This is why we're looking at adding some transport abilities to some units to be able to move him with the army at the army's speed. Intricate AI to make this something they can use is the main thing holding us up on that.
 
Maybe you fixed or changed the missing sounds for viper unit or any other unit and thats causing problems in there...

I've nothing to do with audio changes.
 
No. When a commander is given additional movement it doesn't apply to him it applies to the units he commands.

This is why we're looking at adding some transport abilities to some units to be able to move him with the army at the army's speed. Intricate AI to make this something they can use is the main thing holding us up on that.

A field commander can join the forced march and march also in forced march with his troops. ;) Look here... https://www.youtube.com/watch?v=g1awwAgU_t8

But i think there will be a problem because the field commander dont has a strenght, (So he can always march forced but maybe you dont want to do it when you dont have troops with you, because hes a easy target) so consider to do it the way that the field commander only can do forced march when other forced march units are in his plot, but if the commander can force march always will be ok also i think, because you will not let him run arround alone to mutch because with no guards he dies fast. So may work to give him forced march.
 
I don't think you understood. I'm not talking about reality. I'm talking about the game effect of giving him a movement adjustment. Doesn't give him a move adjustment at all but rather a move adjustment to all the units he commands.

I mean, I haven't verified that in code but I highly suspect it, given that almost all modifiers given to a commander go to the troops he commands. That would include the combat penalty from forced march as well.
 
I don't think you understood. I'm not talking about reality. I'm talking about the game effect of giving him a movement adjustment. Doesn't give him a move adjustment at all but rather a move adjustment to all the units he commands.

I mean, I haven't verified that in code but I highly suspect it, given that almost all modifiers given to a commander go to the troops he commands. That would include the combat penalty from forced march as well.

Maybe but there is a blue button now, (Marching boots) to get a unit into forced march now, so i dont tested it yet but it tolds me if used it will increase the untis movement range at a cost for strength, so my field commander dont has this blue button to get also into forced march, so he will have to run behind his troops because they faster on map, my commander should be able to force march with his troops, so a general can move with his troops in real life and move ahead of them also he has to force march too if he wants to lead his troops in forced march. So what i meen is give him the blue fored march button so he can move with his troops at same speed. (Field commander is a seperate unit that you let move with a stack of troops, not the gerneral unit that is attached to one unit and bound to it)

Or maybe remove the forced march from units and give it only to field commanders so if he orders to forced march all units with him will force march, units without a commander are lazy, so they dont want to force march. ;) So like only units with a field or also maybe with bound commander/great commander will have the option to force march.

Ok look here:
Screenshot 1, army with my field commander (Frank Stanfort).
Screenshot 2, units ordered to quick march, same like forced march but more powerfull, so my field commander falls back, he has to run behind his troops, he cant keep up with them because hes missing the forced and quick march button.

Next turn a bird is on the way to peck his head as long as he dies. :) Because his troops ahead of him and hes to slow to follow them.
 

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