Thunderbrd
C2C War Dog
Ok. Good catch. I'll fix that soon thanks!View attachment 471311
(Fight or Flight combat mod enabled).
Expected result: "... that Barbarian Scout saw the attack ...".
Ok. Good catch. I'll fix that soon thanks!View attachment 471311
(Fight or Flight combat mod enabled).
Expected result: "... that Barbarian Scout saw the attack ...".
Yeah that happens sometimes to me also, the way i do it is this: start a regular BtS game, then use WB and stop the game, then go to advanced in the options area and "load" a game (C2C) that usually works more me. .Using SVN 9633. I was just playing not 10 minutes ago. Save my game and exited. Now when I try to play, vanilla CIV 4 starts. Can't get C2C to start no matter what I do. I tried the shortcut I've been using (the one I just used) and also the Steam shortcut included in the SVN. I tried loading the mod from vanilla Civ 4 but it says mods/ods/Caveman2Cosmos is an invalid directory. No idea what "ods" is as there's nothing in my mods folder with that name. The shortcut I've been using points to "C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Civ4BeyondSword.exe" ini=CivilizationIVC2C.ini
I haven't moved anything, deleted anything, renamed anything so not sure what happened.
C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Civ4BeyondSword.exe" ini=CivilizationIVC2C.ini
Then by all means do it how you see fit. SVN 9633 is not the cause of your problem though.Because I have an ini file with that name. I followed the instructions from here Caveman 2 Cosmos That was working earlier as was the Steam shortcut in the Caveman2Cosmos
If you look at the screenie, you have a message about the bear ambushing the exile. He may have managed to flee the bear. I'd imagine the next round it'll be shunted out of the borders. See what happens. You found a unique situation the code is not really prep'd for... it would take some interesting analysis to see exactly what happened and setting it up to happen again would be nearly impossible!Exile is no longer being automatically sent to outside of civs borders?? So is useless now . . .
U wrote as i edited, lol, anyways, i believe it might have something to do with the option "hide and seek", because the bear in pic 2 appears gone, but as soon as i put the tracker near the space the bear appeared again, oh well . . .If you look at the screenie, you have a message about the bear ambushing the exile. He may have managed to flee the bear. I'd imagine the next round it'll be shunted out of the borders. See what happens. You found a unique situation the code is not really prep'd for... it would take some interesting analysis to see exactly what happened and setting it up to happen again would be nearly impossible!
Sure it does have to do with H&S and Without Warning. If the bear had been seen, the exile wouldn't have been sent to that tile and wouldn't have had an opportunity to be ambushed, fleeing back to where it had been just before it was ambushed, which was the city.
It's a rare and unusual scenario and would take a huge amount of truly otherwise meaningless programming to resolve in a way that it probably SHOULD play out instead. Interesting event though.
Only flaw i felt that showed was he shouldve fled to a space adjacent to the bear... And its a little strange that he took no damage, so I question if it was an actual withdrawal or if it had some kind of interrupt effect on being relocated, which might be cause for larger bugs, though I've done some things in code to correct such issues after they've shown up.Sounds like the "system" worked fine to me. Why should the exile be impervious to animal attacks? Especially Predators and Beasts, otherwise that would make the exile a super unit in the early game.![]()
You may want to go into the city itself and check to see if the insidiousness of the criminals outweigh the detection values.Couple of things:
1: What has happened to the civics screens?? Some of them are waaay longer then they used to be?? pic1
2: @TB: in that savedgame i had, i conquered alot of cities and the thugs etc, still do not register, but the crime area is getting higher even though i have a Police Mech etc with alot of detection avail in the promo's but still after 100 turns later i still cant get rid of them??? pic 2
Couple of things:
1: What has happened to the civics screens?? Some of them are waaay longer then they used to be?? pic1
2: @TB: in that savedgame i had, i conquered alot of cities and the thugs etc, still do not register, but the crime area is getting higher even though i have a Police Mech etc with alot of detection avail in the promo's but still after 100 turns later i still cant get rid of them??? pic 2
Same here on #1.1. Have no idea why yours are that way. Maybe DH knows?
2. I do believe it will take More than 1 Police mech in that City.
Several will need to be on Crime Fighting and 1 or 2 on Inspection.
Also you will need to go into the City's building list and "sell" off all the buildings that have been built for Gold that give massive amounts of Crime. If you Find Chop Shop, Mob Store front, Motorcycle Club get rid of them asap.
You may want to go into the city itself and check to see if the insidiousness of the criminals outweigh the detection values.