strategyonly
C2C Supreme Commander
ok, like i said, no biggy, but thx "as always" . . . .I can check at least.
The size on this minidump is 0. It was likely a MAF then.
ok, like i said, no biggy, but thx "as always" . . . .I can check at least.
The size on this minidump is 0. It was likely a MAF then.
This is because Hydro has not yet made the Guards and City Guards required the Guardhouse according to some recent change plans that have been mostly implemented otherwise.The Town Patrol becomes obsolete way too early (Flintlock). This means that after the discovery of Flintlock neither Guards nor City Guards can be built which both need the Town Patrol and in the end a long time passes where no Police units at all can be built (until the discovery of Deputization with the Sheriff unit). Only in cities where you have built the Town Patrol before the discovery of Flintlock you can still construct Police units.
Yes it was at 45 000 BC. I recklessly adjusted them to 200 000 BC, I think some on the team might disagree about it being like that, barb spawning from the get go that is.Before the date change, did we have a time when the first Barbarians would start spawning? I'm seeing barbs on turn 48
There are strong opinions on giving some time margin before barbs start spawning. Until we have the Nomadic Start option, I don't feel it worthwhile to stand against that opinion and kinda agree with it.Yes it was at 45 000 BC. I recklessly adjusted them to 200 000 BC, I think some on the team might disagree about it being like that, barb spawning from the get go that is.
Team, opinions?
I agree that barbs should spawn based on the tech the barbartian civ have invented, this was how it was done in vanilla.It is supposed to be Animal throughout, but Neanderthal barbs gets replaced by normal barbs. Also the barbs type should be getting spawned based on the technology of the leader not the date but the spawn system does not support that.
Wrong, I did not set sea critters to spawn at 200 00 BC those are set at 45 000 BC now, it was 12 000 BC. The amount of turns before they start spawning should be close to what it was before the start date change, I didn't do the math though. Would have to look at the calendar for before and after the start date change and compare how many turns it takes to get to those dates.edit 2: Looks like the same thing was done for sea critters. Their spawn was just moved to the start of the game rather than moving them to a similar relative position to start.
Again, I didn't do the math, but it should be somewhat close to what it was.They should not start spawning until about the time the lead player gets sailing, otherwise it slows down turns too much. They need to spawn at around the point that sea going vessels have a chance of killing them, otherwise they get many promotions on top of the huge numbers of them.
How many turns on normal gamespeed?There are strong opinions on giving some time margin before barbs start spawning. Until we have the Nomadic Start option, I don't feel it worthwhile to stand against that opinion and kinda agree with it.
This changed at least 3 or 4 times in the last 2+ years alone. From a high of 50 turns to less to whatever current is. It used to correspond roughly with getting Tribalism.How many turns on normal gamespeed?
Need to know this to be able to set their start date for spawning. If we want it exactly how it was I could just do a checkup on the amount of turns myself.
All I can say is that the sea was getting sea critters when I got the tech Raft Building. Yes I am playing on Snail but the dates as used in the spawn file should be about the same for all game speeds.Wrong, I did not set sea critters to spawn at 200 00 BC those are set at 45 000 BC now, it was 12 000 BC. The amount of turns before they start spawning should be close to what it was before the start date change, I didn't do the math though.
Ok I will adjust it back to 12 000 BC. ^^All I can say is that the sea was getting sea critters when I got the tech Raft Building. Yes I am playing on Snail but the dates as used in the spawn file should be about the same for all game speeds.
Crafting spawns there is much easier and effective than the crap engine in the DLL, however, I do understand that we need a new tag and trigger system for basing things off the tech leader instead. It's my hope to fix that up this version.I agree that barbs should spawn based on the tech the barbartian civ have invented, this was how it was done in vanilla.
I don't know why TB wanted barbs in the spawn info, maybe he removed the old spawning system that was in the dll.
So the units didn't load in the same round? You're saying that if the transport finishes its move, it counts all transported as having completed their moves as well? Hmm... that would be something to look into. I know that if you load onto a transport, that counts as a full move action and you cannot, in the same round, unload. But it sounds like you're talking about units that started the round loaded and couldn't unload once the transport was finished moving.Units on a transport ship when they reach their destination, after more than one turn. Can no longer unload. The transport ship has to remain stationary for one other turn. Makes amphibious attacks weakened.
Yeah... that's odd. I'd probably need the save of the round they do this to have a hope of figuring out what caused the decision.Another possible bug, a strange move by the AI. I am at war with a Civ. and they have just landed a Pioneer next to one of my cities. No unclaimed land nearby.
So the units didn't load in the same round? But it sounds like you're talking about units that started the round loaded and couldn't unload once the transport was finished moving.
Yeah... that's odd. I'd probably need the save of the round they do this to have a hope of figuring out what caused the decision.