Well, no problem with this solution. Just as it is it doesn´t make a lot of sense...You should have a choice of which set of burial practices you want in your nation. Later in the game we may want a combined generic set.
Well, no problem with this solution. Just as it is it doesn´t make a lot of sense...You should have a choice of which set of burial practices you want in your nation. Later in the game we may want a combined generic set.
I read through the C2C Combat Mod Option: Hide and Seek topic (better late than never) and I tried to find conversations about this in other topics and I found some similar questions but I can't find one from exactly this point of view.One thing I can see in your game is an under-appreciation of the value of the standout status. If you're marching units like settlers around in the wilderness, having those intended to defend them set to standout or at least stealth defense is highly advisable! Otherwise you are risking the capture of the settler to a very low quality unit that doesn't see the defenders due to size or less vigilant units that don't see the defenders due to plot based camouflage.
I just committed a fix to your problem with the rams... it was as I had suspected... they were being captured as if they were helpless workers. I spotted the bug but now that I think of it, there may also be a problem with units being captured that can't even be seen by the capturing unit. I'll have to check on that right away...
I also adjusted camo values down on larger volume and size units, which only applies if you're playing with both H&S and SM of course. But it should make the system more intuitive for a player.
It looks like you're cat could see the attacker but in the first case it might've been either defeated or had to withdraw or something. I don't know... I adjusted the bug then looked at the save and that might've changed the outcome a bit.
I read through the C2C Combat Mod Option: Hide and Seek topic (better late than never) and I tried to find conversations about this in other topics and I found some similar questions but I can't find one from exactly this point of view.
Originally I thought that the system works in the other way. Currently what matters is if the attacker can see the defending units or not. If the attacker can't see the defender then the defender can't defend against the attacker. It doesn't matter that the defender can see the attacker. I think that the natural way would be that the defender can defend against the attacker if the defender can see the attacker even if the attacker can't see the defender. To me it doesn't make much sense that my unit can see the attacking unit but can't do anything about it.
Of course I can live with the system in the current form, it's a good system, I just think it could be even better.
I started using the standout status on the stealth specialized units (Rogue, Trained Cat etc.) after I lost some captured workers unexpectedly. Or one time I escorted my own worker with a Trained Cat and my worker was killed by a Pigeon. It was funny and frustrating at the same time. But I never thought about using the standout status on the regular units because I never thought that they can be invisible. At least not until the "Tale about the Deer Rider and the invisible army". So I still learning and I'm sure that I will lose some units because I will forget to use the standout status but that's how learning works.
Have you read the hover over info on the fortify action?Edit2: I wrote about this in the Ideas topic but I think it's a bug and it's worth a bug report. When a unit is fortified either by the Fortify button or the Fortification Build-Up the Standout button disappears. When I wake up the unit in the second case the button reappears but in the first case it isn't, only after I move with the unit.
A mini wouldn't be very helpful right now because the code set has already changed from when the mini happened on your end. This, unfortunately makes minidumps nearly worthless to use. Don't give up on posting them though because if I haven't been adjusting the code much it can be very useful!Edit: Also I had a CTD at the end of my turn but I can't reproduce it. I don't know how much it helps, but I uploaded the MiniDump file.
Have you read the hover over info on the fortify action?
Getting a bunch of Assert Fails on the latest SVN (9040).
Assert Failed
File: CvPlayer.cpp
Line: 18834
SVN-Rev: 9039
Expression: getUnitClassCount(eIndex) <= GC.getUnitClassInfo(eIndex).getMaxPlayerInstances()
Message: getUnitClassCount is expected to be less than maximum bound of MaxPlayerInstances (invalid index)
I never read it because I thought I knew what it does.
Bug report:
When I select a stack and I hover over the promotion icons in the bottom left corner everything is fine. But when I hover over the number next to the promotion icons the info panel shows a different promotion's info. The text depends only on the icon's position not on the real promotion itself.
On the screenshot the info panel says that my Elephants have an extra fuel tank.
Current SVN
TXT still large:
Fruit Picker
Current SVN
TXT still large:
Fruit Picker
Another case where buildings can´t be constructed because of building chains:
If you build the Tower of Silence you cannot build a Graveyard (can´t have both in a city, that´s OK).
You need the Graveyard to build the Stele, Mausoleum, Spearpoint Burial, Capuchin Crypt, Ancient Embalmer, City Morgue, Mortuary, Funeral Pyre
You need the City Morgue to build the Police Precinct.
You need the Police Precinct to build Police Mechs (and other units/buildings).
So if you build a Tower of Silence you can never build a Police Mech in that city (that´s how I found out)!
Solution: Graveyard and Tower of Silence shouldn´t exclude each other. There are other places in the world where people from different religions put their dead people to rest in the same city.
hmm... give me the save on that if you would. (or could)
Are you using only the vanilla game option version or the bug version or both?
Did the bison withdraw perhaps? There's a few potential causes.
This MAY be the issue. You might need to pick one or the other to make them function properly. That's how they were tested and there may be some incompatibility between the two due to the complexities involved. Try that and get back to me when you get the opportunity. That said, did you find it had been working and recently changed so it wasn't?Both stack attacks are on as always.
The code strongly suggests this was the problem as suspected. I put in what very well should be a correction. After the next update, when you get a chance let me know if it's working as intended.EDIT2: I came up with a theory here that suggests that it may be due to multiple movement that your units are testing differently to the tests I ran yesterday. I'll take a look into this soon.