Single Player bugs and crashes v37 plus (SVN) - After the 24th of December 2016

Settlers are currently priced around 5400 production on eternity, which makes them the same price as major wonders. Intended?
Can you post a screen shot please? And a screenshot of your settings found in the Victory tab (red fist icon) top right.

Thanks Septimius
 
Just updated to SVN 9906 and can't even start. It seemed to take longer than usual to start the game, then I heard the music but the screen was completely black. I can see the cursor and hear music but that's it. Alt-tab and task manager didn't work, had to hold down the power button to shut down.
The holding down the the ALT _Tab has long not worked. When the game hangs you have to do a physical shutdown of your computer.

You just updated to 9906, what was your prior version if you can remember?

Also with some of the Major changes being done for prep to release new v38 version it would be best if you cleared the cache file. It is found on win 10 OS here: C:\Users\"username"\AppData\Local\My Games\Beyond the Sword\cache . Delete all files inside the cache folder.

Win 7 has a similar directory path.
 
Can you post a screen shot please? And a screenshot of your settings found in the Victory tab (red fist icon) top right.

Thanks Septimius

Sure thing Screenshot (1).png Screenshot (2).png Screenshot (3).png Screenshot (4).png
 
A settler in my Snail game cost 2206 :hammers:. An archer costs 360 in my Marathon game and 425 in the Snail.

Note by having the Outbreak and Afflictions Option On you have negated all diseases effects in your game. That Option according to T-brd is not really ready for play. He can correct me if I have misunderstood what he has told me.

There maybe another Option conflict as well. I'll have to check my notes and compare to your screens.

Thank you for posting them.

EDIT: I believe T-brd also said the SM and SM Uncut should not be played together. Again I'll defer to him.
 
Last edited:
Alt+tab works very quickly if you use windowed mode.

In civ4 ini file you can find these lines:
; Specify whether to play in fullscreen mode 0/1/ask
FullScreen = 0

If they don't exist then copypaste it.

You can then use this even if you alt-tab a lot:
; Allows some memory savings *** ALT-TAB WILL NO LONGER FUNCTION ***
MemSaver = 1
This saves RAM.

Alt+tab will work, but if something else goes fullscren then game will crash.
 
Last edited:
A settler in my Snail game cost 2206 :hammers:. An archer costs 360 in my Marathon game and 425 in the Snail.

Note by having the Outbreak and Afflictions Option On you have negated all diseases effects in your game. That Option according to T-brd is not really ready for play. He can correct me if I have misunderstood what he has told me.

There maybe another Option conflict as well. I'll have to check my notes and compare to your screens.

Thank you for posting them.

EDIT: I believe T-brd also said the SM and SM Uncut should not be played together. Again I'll defer to him.

Yeah, I know... I tried the outbreak stuff in an earlier game and forgot it was apparently on by default now. So I decided to just go with it, instead of ditching another game. I don't suppose you can just disable it?
 
Yeah, I know... I tried the outbreak stuff in an earlier game and forgot it was apparently on by default now. So I decided to just go with it, instead of ditching another game. I don't suppose you can just disable it?
Outbreak/afflictions is under development. You shouldn't enable it.
It is disabled and hidden for now.

You can disable it in world builder.
 
Last edited:
Yeah, I know... I tried the outbreak stuff in an earlier game and forgot it was apparently on by default now. So I decided to just go with it, instead of ditching another game. I don't suppose you can just disable it?
I have 5 games going in 3 of the 6 GS. These game are On Normal, Marathon, and Snail. Here is the cost in :hammers: to build a Settler in the 3 GS I'm testing/playing.
Normal Settler costs 80:hammers:
Marathon Settler costs 856:hammers:
Snail Settler costs 2021:hammers:

And you say the Eternity Settler costs ~5400:hammers: Using NM Deity

Guess I need to start and Epic and Eon game to see what the Settler cost is in them. Or extrapolate from the numbers we already have.

Edit: Upgrade costs for units follow a similar pattern.
EDIT: All these :hammers: costs are on Immortal Difficulty , except for maybe 1 on Emperor. Will need to dbl check that. So your NMDeity cost maybe higher than my Immortal Diff level as well.
 
Shoobs,
You do know that uploading a screenshot thru the forum is very easy don't you?

And what is your Game speed used? (I'm assuming Eternity). Also what difficulty level are you using?

These will be pertinent information for figuring out these costs.

EDIT: FYI, Do you know that Minimum City Border and 1City tile start are mutually exclusive? Also Minimum City Border also messes with Realistic Culture Spread.

Thanks
 
If you look at all three of those links, all those questions will be answered.

Also steam has not properly saved a screenshot in Civ4 in ages, thus the reason I use Puush.

Did not know they were exclusive and harmed each other. I"ll look into it the next time I start a game.
 
I found out something very weird:
Tribes and settlers doesn't have defined costs in Civ4UnitInfos XML.
Spoiler :

<UnitInfo>
<Class>UNITCLASS_TRIBE</Class>
<Type>UNIT_TRIBE</Type>
<Capture>UNITCLASS_CAPTIVE_CIVILIAN</Capture>
<Combat>UNITCOMBAT_SETTLER</Combat>
<SubCombatTypes>
<SubCombatType>UNITCOMBAT_CIVILIAN</SubCombatType>
<SubCombatType>UNITCOMBAT_SPECIES_HUMAN</SubCombatType>
<SubCombatType>UNITCOMBAT_MOTILITY_FOOT</SubCombatType>
<SubCombatType>UNITCOMBAT_QUALITY_MEDIOCRE</SubCombatType>
<SubCombatType>UNITCOMBAT_GROUP_BATTALION</SubCombatType>
<SubCombatType>UNITCOMBAT_SIZE_MEDIUM</SubCombatType>
<SubCombatType>UNITCOMBAT_HEALS_AS_PEOPLE</SubCombatType>
</SubCombatTypes>
<Domain>DOMAIN_LAND</Domain>
<MapCategoryTypes>
<MapCategoryType>MAPCATEGORY_EARTH</MapCategoryType>
</MapCategoryTypes>
<DefaultUnitAI>UNITAI_SETTLE</DefaultUnitAI>
<Description>TXT_KEY_UNIT_TRIBE</Description>
<Civilopedia>TXT_KEY_UNIT_TRIBE_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_TRIBE_STRATEGY</Strategy>
<Advisor>ADVISOR_GROWTH</Advisor>
<bFood>1</bFood>
<bFound>1</bFound>
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_SETTLER</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_SETTLE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<PrereqTech>TECH_TRIBALISM</PrereqTech>
<ForceObsoleteTech>TECH_SEDENTARY_LIFESTYLE</ForceObsoleteTech>
<ProductionTraits>
<ProductionTrait>
<ProductionTraitType>TRAIT_IMPERIALIST</ProductionTraitType>
<iProductionTrait>50</iProductionTrait>
</ProductionTrait>
</ProductionTraits>
<iCost>1</iCost> - Tribe iCost
<iMoves>1</iMoves>
<iAsset>1</iAsset>
<UnitMeshGroups>
<iGroupSize>5</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>5</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_TRIBE_MALE</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_TRIBE_FEMALE</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_TRIBE_MALE</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_TRIBE_FEMALE</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_TRIBE_CHILD</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_SETTLER</FormationType>
</UnitInfo>



<UnitInfo>
<Class>UNITCLASS_SETTLER</Class>
<Type>UNIT_SETTLER</Type>
<Capture>UNITCLASS_CAPTIVE_CIVILIAN</Capture>
<Combat>UNITCOMBAT_SETTLER</Combat>
<SubCombatTypes>
<SubCombatType>UNITCOMBAT_CIVILIAN</SubCombatType>
<SubCombatType>UNITCOMBAT_SPECIES_HUMAN</SubCombatType>
<SubCombatType>UNITCOMBAT_MOTILITY_FOOT</SubCombatType>
<SubCombatType>UNITCOMBAT_QUALITY_MEDIOCRE</SubCombatType>
<SubCombatType>UNITCOMBAT_GROUP_BATTALION</SubCombatType>
<SubCombatType>UNITCOMBAT_SIZE_MEDIUM</SubCombatType>
<SubCombatType>UNITCOMBAT_HEALS_AS_PEOPLE</SubCombatType>
</SubCombatTypes>
<Domain>DOMAIN_LAND</Domain>
<MapCategoryTypes>
<MapCategoryType>MAPCATEGORY_EARTH</MapCategoryType>
</MapCategoryTypes>
<DefaultUnitAI>UNITAI_SETTLE</DefaultUnitAI>
<Description>TXT_KEY_UNIT_SETTLER</Description>
<Civilopedia>TXT_KEY_UNIT_SETTLER_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_SETTLER_STRATEGY</Strategy>
<Advisor>ADVISOR_GROWTH</Advisor>
<bFood>1</bFood>
<bFound>1</bFound>
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_COLONIST</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_SETTLE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<PrereqTech>TECH_SEDENTARY_LIFESTYLE</PrereqTech>
<ProductionTraits>
<ProductionTrait>
<ProductionTraitType>TRAIT_IMPERIALIST</ProductionTraitType>
<iProductionTrait>50</iProductionTrait>
</ProductionTrait>
</ProductionTraits>
<iMoves>2</iMoves>
<iAsset>1</iAsset>
<UnitMeshGroups>
<iGroupSize>7</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>7</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_MALE</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_HORSE_PACK</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_DOG</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_CHILD</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_FEMALE</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_FEMALE</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_CHILD</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_SETTLER</FormationType>
</UnitInfo>

Even most ancient Brute has cost of 3
<iCost>3</iCost>
 
If you look at all three of those links, all those questions will be answered.

Also steam has not properly saved a screenshot in Civ4 in ages, thus the reason I use Puush.
Got it. See my edit above. Thanks

Did not know that Steam changed the way screen shots were saved to the games directory while in the game. Saving directly to Steam yes. F12 iirc for Steam vs in game Printscreen key saved to screenshots in the C:\Users\"username"\Documents\My Games\Beyond the Sword\ScreenShots.
 
A settler in my Snail game cost 2206 :hammers:. An archer costs 360 in my Marathon game and 425 in the Snail.
It sounds like I need to look at the cost charts on that.

Note by having the Outbreak and Afflictions Option On you have negated all diseases effects in your game. That Option according to T-brd is not really ready for play. He can correct me if I have misunderstood what he has told me.
True

EDIT: I believe T-brd also said the SM and SM Uncut should not be played together. Again I'll defer to him.
Actually, this is the opposite, they MUST be both on IF uncut is to be on. I've made it so that uncut forces the original platform to turn on but I can't do it before some calculations take place that cause some immediate problems so the game must start with them both if uncut is to be played.
 
I found out something very weird:
Tribes and settlers doesn't have defined costs in Civ4UnitInfos XML.
Spoiler :

<UnitInfo>
<Class>UNITCLASS_TRIBE</Class>
<Type>UNIT_TRIBE</Type>
<Capture>UNITCLASS_CAPTIVE_CIVILIAN</Capture>
<Combat>UNITCOMBAT_SETTLER</Combat>
<SubCombatTypes>
<SubCombatType>UNITCOMBAT_CIVILIAN</SubCombatType>
<SubCombatType>UNITCOMBAT_SPECIES_HUMAN</SubCombatType>
<SubCombatType>UNITCOMBAT_MOTILITY_FOOT</SubCombatType>
<SubCombatType>UNITCOMBAT_QUALITY_MEDIOCRE</SubCombatType>
<SubCombatType>UNITCOMBAT_GROUP_BATTALION</SubCombatType>
<SubCombatType>UNITCOMBAT_SIZE_MEDIUM</SubCombatType>
<SubCombatType>UNITCOMBAT_HEALS_AS_PEOPLE</SubCombatType>
</SubCombatTypes>
<Domain>DOMAIN_LAND</Domain>
<MapCategoryTypes>
<MapCategoryType>MAPCATEGORY_EARTH</MapCategoryType>
</MapCategoryTypes>
<DefaultUnitAI>UNITAI_SETTLE</DefaultUnitAI>
<Description>TXT_KEY_UNIT_TRIBE</Description>
<Civilopedia>TXT_KEY_UNIT_TRIBE_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_TRIBE_STRATEGY</Strategy>
<Advisor>ADVISOR_GROWTH</Advisor>
<bFood>1</bFood>
<bFound>1</bFound>
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_SETTLER</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_SETTLE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<PrereqTech>TECH_TRIBALISM</PrereqTech>
<ForceObsoleteTech>TECH_SEDENTARY_LIFESTYLE</ForceObsoleteTech>
<ProductionTraits>
<ProductionTrait>
<ProductionTraitType>TRAIT_IMPERIALIST</ProductionTraitType>
<iProductionTrait>50</iProductionTrait>
</ProductionTrait>
</ProductionTraits>
<iCost>1</iCost> - Tribe iCost
<iMoves>1</iMoves>
<iAsset>1</iAsset>
<UnitMeshGroups>
<iGroupSize>5</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>5</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_TRIBE_MALE</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_TRIBE_FEMALE</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_TRIBE_MALE</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_TRIBE_FEMALE</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_TRIBE_CHILD</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_SETTLER</FormationType>
</UnitInfo>



<UnitInfo>
<Class>UNITCLASS_SETTLER</Class>
<Type>UNIT_SETTLER</Type>
<Capture>UNITCLASS_CAPTIVE_CIVILIAN</Capture>
<Combat>UNITCOMBAT_SETTLER</Combat>
<SubCombatTypes>
<SubCombatType>UNITCOMBAT_CIVILIAN</SubCombatType>
<SubCombatType>UNITCOMBAT_SPECIES_HUMAN</SubCombatType>
<SubCombatType>UNITCOMBAT_MOTILITY_FOOT</SubCombatType>
<SubCombatType>UNITCOMBAT_QUALITY_MEDIOCRE</SubCombatType>
<SubCombatType>UNITCOMBAT_GROUP_BATTALION</SubCombatType>
<SubCombatType>UNITCOMBAT_SIZE_MEDIUM</SubCombatType>
<SubCombatType>UNITCOMBAT_HEALS_AS_PEOPLE</SubCombatType>
</SubCombatTypes>
<Domain>DOMAIN_LAND</Domain>
<MapCategoryTypes>
<MapCategoryType>MAPCATEGORY_EARTH</MapCategoryType>
</MapCategoryTypes>
<DefaultUnitAI>UNITAI_SETTLE</DefaultUnitAI>
<Description>TXT_KEY_UNIT_SETTLER</Description>
<Civilopedia>TXT_KEY_UNIT_SETTLER_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_SETTLER_STRATEGY</Strategy>
<Advisor>ADVISOR_GROWTH</Advisor>
<bFood>1</bFood>
<bFound>1</bFound>
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_COLONIST</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_SETTLE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<PrereqTech>TECH_SEDENTARY_LIFESTYLE</PrereqTech>
<ProductionTraits>
<ProductionTrait>
<ProductionTraitType>TRAIT_IMPERIALIST</ProductionTraitType>
<iProductionTrait>50</iProductionTrait>
</ProductionTrait>
</ProductionTraits>
<iMoves>2</iMoves>
<iAsset>1</iAsset>
<UnitMeshGroups>
<iGroupSize>7</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>7</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_MALE</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_HORSE_PACK</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_DOG</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_CHILD</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_FEMALE</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_FEMALE</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_CHILD</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_SETTLER</FormationType>
</UnitInfo>

Even most ancient Brute has cost of 3
<iCost>3</iCost>
Oh yeah... that's right. I'll have to go in and see how they derive their costs again.
 
I found out something very weird:
Tribes and settlers doesn't have defined costs in Civ4UnitInfos XML.
Spoiler :

<UnitInfo>
<Class>UNITCLASS_TRIBE</Class>
<Type>UNIT_TRIBE</Type>
<Capture>UNITCLASS_CAPTIVE_CIVILIAN</Capture>
<Combat>UNITCOMBAT_SETTLER</Combat>
<SubCombatTypes>
<SubCombatType>UNITCOMBAT_CIVILIAN</SubCombatType>
<SubCombatType>UNITCOMBAT_SPECIES_HUMAN</SubCombatType>
<SubCombatType>UNITCOMBAT_MOTILITY_FOOT</SubCombatType>
<SubCombatType>UNITCOMBAT_QUALITY_MEDIOCRE</SubCombatType>
<SubCombatType>UNITCOMBAT_GROUP_BATTALION</SubCombatType>
<SubCombatType>UNITCOMBAT_SIZE_MEDIUM</SubCombatType>
<SubCombatType>UNITCOMBAT_HEALS_AS_PEOPLE</SubCombatType>
</SubCombatTypes>
<Domain>DOMAIN_LAND</Domain>
<MapCategoryTypes>
<MapCategoryType>MAPCATEGORY_EARTH</MapCategoryType>
</MapCategoryTypes>
<DefaultUnitAI>UNITAI_SETTLE</DefaultUnitAI>
<Description>TXT_KEY_UNIT_TRIBE</Description>
<Civilopedia>TXT_KEY_UNIT_TRIBE_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_TRIBE_STRATEGY</Strategy>
<Advisor>ADVISOR_GROWTH</Advisor>
<bFood>1</bFood>
<bFound>1</bFound>
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_SETTLER</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_SETTLE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<PrereqTech>TECH_TRIBALISM</PrereqTech>
<ForceObsoleteTech>TECH_SEDENTARY_LIFESTYLE</ForceObsoleteTech>
<ProductionTraits>
<ProductionTrait>
<ProductionTraitType>TRAIT_IMPERIALIST</ProductionTraitType>
<iProductionTrait>50</iProductionTrait>
</ProductionTrait>
</ProductionTraits>
<iCost>1</iCost> - Tribe iCost
<iMoves>1</iMoves>
<iAsset>1</iAsset>
<UnitMeshGroups>
<iGroupSize>5</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>5</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_TRIBE_MALE</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_TRIBE_FEMALE</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_TRIBE_MALE</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_TRIBE_FEMALE</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_TRIBE_CHILD</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_SETTLER</FormationType>
</UnitInfo>



<UnitInfo>
<Class>UNITCLASS_SETTLER</Class>
<Type>UNIT_SETTLER</Type>
<Capture>UNITCLASS_CAPTIVE_CIVILIAN</Capture>
<Combat>UNITCOMBAT_SETTLER</Combat>
<SubCombatTypes>
<SubCombatType>UNITCOMBAT_CIVILIAN</SubCombatType>
<SubCombatType>UNITCOMBAT_SPECIES_HUMAN</SubCombatType>
<SubCombatType>UNITCOMBAT_MOTILITY_FOOT</SubCombatType>
<SubCombatType>UNITCOMBAT_QUALITY_MEDIOCRE</SubCombatType>
<SubCombatType>UNITCOMBAT_GROUP_BATTALION</SubCombatType>
<SubCombatType>UNITCOMBAT_SIZE_MEDIUM</SubCombatType>
<SubCombatType>UNITCOMBAT_HEALS_AS_PEOPLE</SubCombatType>
</SubCombatTypes>
<Domain>DOMAIN_LAND</Domain>
<MapCategoryTypes>
<MapCategoryType>MAPCATEGORY_EARTH</MapCategoryType>
</MapCategoryTypes>
<DefaultUnitAI>UNITAI_SETTLE</DefaultUnitAI>
<Description>TXT_KEY_UNIT_SETTLER</Description>
<Civilopedia>TXT_KEY_UNIT_SETTLER_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_SETTLER_STRATEGY</Strategy>
<Advisor>ADVISOR_GROWTH</Advisor>
<bFood>1</bFood>
<bFound>1</bFound>
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_COLONIST</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_SETTLE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<PrereqTech>TECH_SEDENTARY_LIFESTYLE</PrereqTech>
<ProductionTraits>
<ProductionTrait>
<ProductionTraitType>TRAIT_IMPERIALIST</ProductionTraitType>
<iProductionTrait>50</iProductionTrait>
</ProductionTrait>
</ProductionTraits>
<iMoves>2</iMoves>
<iAsset>1</iAsset>
<UnitMeshGroups>
<iGroupSize>7</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>7</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_MALE</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_HORSE_PACK</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_DOG</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_CHILD</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_FEMALE</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_FEMALE</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_CHILD</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_SETTLER</FormationType>
</UnitInfo>

Even most ancient Brute has cost of 3
<iCost>3</iCost>
It sounds like I need to look at the cost charts on that.


True


Actually, this is the opposite, they MUST be both on IF uncut is to be on. I've made it so that uncut forces the original platform to turn on but I can't do it before some calculations take place that cause some immediate problems so the game must start with them both if uncut is to be played.
Thanks for the correction on the SM Options.
 
Oh yeah... that's right. I'll have to go in and see how they derive their costs again.
Yeah, I saw suspiciously diverging settler costs on Joseph list, so I went to check how much they cost, so I could use my calculator, that just simply multiples base cost by four modifiers, each divided by 100.

Good that this seemingly buggy settler cost got caught.
 
Got it. See my edit above. Thanks

Did not know that Steam changed the way screen shots were saved to the games directory while in the game. Saving directly to Steam yes. F12 iirc for Steam vs in game Printscreen key saved to screenshots in the C:\Users\"username"\Documents\My Games\Beyond the Sword\ScreenShots.
It literally says "Screanshot failed to save."
 
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