lightning551
Chieftain
- Joined
- Oct 9, 2016
- Messages
- 54
I’ve been noticing prehistoric neanderthal cities showing up on the map with modern buildings.
You mean graphically modern right? I've been wondering why that's happening. Might have something to do with their 'dummy' tech. Will have to try to figure out how to address that at some point.I’ve been noticing prehistoric neanderthal cities showing up on the map with modern buildings.
To add to the first point, looking at the xml, the promotionline for the offending 'Chase Plans' bulidup actually does show that it's supposed to only be qualified on Fight or Flight so I need to test to ensure that the code is working to filter it properly.I've noticed, too, that there are buildups for Fight or Flight only that are showing up in this game and of course we aren't using Fight or Flight. I should probably correct that on the core mod since I don't think I've ever been told that was an issue.
I'm also going to have to eventually create a tag that denies the buildup from being used by units that don't get defensive bonuses.
But what about your UserSettings folder? Doesn't everything get overwritten?If your system works, then it works. I just have a single caveman2cosmos folder that IS my repository, located in my mods folder. If I update, I need not copy over anything.
No. The SVN leaves your UserSettings folder alone when you update. In fact, it will almost never try to overwrite anything you've changed - will try to merge (and it's a pretty smart merge mechanic) and will let you know if there is a conflict.But what about your UserSettings folder? Doesn't everything get overwritten?
Yes sorry. Just the on map graphics for the city. Once the cites captured it turns normal.You mean graphically modern right? I've been wondering why that's happening. Might have something to do with their 'dummy' tech. Will have to try to figure out how to address that at some point.
I'll have to look at the Neanderthal Dummy tech to see if there's a way to make it work without it being set to future era, or maybe future era needs to be set to trigger prehistoric buildings or something along those lines.Yes sorry. Just the on map graphics for the city. Once the cites captured it turns normal.
Some games experience an issue with repeating events. It may have something to do with the random generation system underlying everything here but from what we've come to understand, it's largely due to a lack of events that may apply. It's basically that you're getting the check for an event coming up every so often, nothing abnormal, but that event is one of the few (or only) events that can qualify to happen and thus it happens repeatedly. AKA, the only real solution is to add lots more events. Which we've had some folks try to do but events are hard to add and there's still some spots in the game where you can find this problem of broken record events taking place with one type of event or another.I am on SVN Version 9394 and I am not sure if this is a bug or WAD but i seem to be getting an inordinate amount of Earthquake events (like every 10 turns) that destroy a few improvements each time and I haven't got out of the Pre-historic phase. Do they quieten down later at all ?
Cheers
Colonelflag
maybe future era needs to be set to trigger prehistoric buildings or something along those lines
The problem is that Neanderthals automatically get a future era tech for free to craft access to some Neanderthal units, and I'm pretty sure that's causing their buildings (and maybe other problems) to look more modern and advanced in their cities. I'm wondering if I can adjust that tech so that it isn't a future era tech (which in itself is a 'dummy' era that no real tech is actually assigned to) without causing a problem somehow, like forcing that it be made researchable or something.What about gateway techs like Sedentary or Classical Lifestyle? And as long as there are no more gateway techs anything from classical on could perhaps require Classical Lifestyle.
Ok, then this should be a perfect save to exemplify what I was pretty sure was a repeatable issue with the ornithopter's animation. I'll take a look later to confirm. In the meantime, if you turn on the Quick Combat (offensive) and Quick Combat (defensive) options in the main game option panel, do you continue to get crashes?Repeatable crash on end of turn, germany declares war on me and i noticed they have those flying units from clockpunk.
Interesting. I have them off and I couldn't get your game to crash on my system at all. You'll have to show me what options you have on by giving me screenshots of nearly all option panels the game provides so I can figure out what you are running that I'm not that is causing a repeatable crash. It may not be the ornithopter at all.I continue to get crashes with Quick Combat (offensive) and Quick Combat (defensive) on.
Repeatable crash on end of turn, germany declares war on me and i noticed they have those flying units from clockpunk.