Having multiple units without movement, and trying to select multiple unit with ctrl+shift+click will make it appear as if they are selected. However, it doesn't seem to actually select them- trying to put them into cargo will only put one, instead of all the selected units. (reason I attempted to do it- shift+click takes the game a while to reload the new group)
Explain this in more clear steps please. You are purposefully collecting up units that don't have any movement points left for that turn and then finding that clicking to load that selection group only loads the first unit, even though there is more room for units to be loaded among the ships in port in the city they are in?
You probably going tp need to give me the save and instructions on how to replicate the problem specifically.
Just captured a city. It turns out, partisans know how to swim!
@Dancing Hoskuld : The placement of the partisans is handled in python if I"m not mistaken, correct?
Landfill's description states that "all other cities become cleaner for it". It's really not clear what is the actual effect. Are the +3 health to all cities, or it's just a very very high cost +3 health building?
Without looking at the building, does it create an 'effect' autobuilding in all cities that bring with them the benefits mentioned? Usually that's the way this sort of thing works.
Also...
Certain civics, such as Serf Labor has a description that implies bonuses. For example, "Workers build improvements faster; +20% hammers but -10% scientific research and -10% culture in all cities". I assume it's simply a forgotten text, as the bonuses below have nothing to do with the description.
Strategy help text that attempts to explain the purpose or point of the building in prose and not just 'system reported' factors are usually out of date and updating them all is extremely low priority. It is not unusual in C2C for the strategy text to completely disagree wtih the reality of the building, unit, or whatever it's talking about. We don't consider that a bug so much as just one of the many places where the XML design has been recreated or adjusted and whoever did that didn't give the slightest consideration to the help text. AKA, help text is often 'fake news' and should not be considered a reliable source of information.
Honestly, it's for this reason that I don't feel we should ever try to state the game details in such strategy texts, just express the concept of when and why to build the building or what the unit is good for and/or bad at. Keep things less specific so as to diminish player confusion when the xml gets an overhaul, which many objects have experienced since their initial design.
Not sure if it's a bug or intended: a unit with quality up cannot be combined with units without it. A unit with quality up that is split, will split into 3 smaller ones, only one with the quality up promotion (the others don't get it, so they cannot be merged back)
This is by design. When a unit takes on a new quality level, it is now, according to Size Matters definition, a different type of unit entirely and cannot qualify to merge with another unit of the same 'type' but differeing quality. It's hard to explain why this is necessary but it basically comes down to the fact that, mathematically, you cannot give a third of a quality upgrade. While a quality upgrade reflects a mathematical improvement to the unit by a third of what it was before the upgrade, the quality level itself is a hard integer and cannot be fractionalized nor decimalized. Thus any other design would have introduced either a logic problem or a game exploit or both. Particularly since the quality up has demolished all XP for the unit that took that promotion. You either say the unit loses its quality-up as it blends in with its less comparable brothers in arms, or they all pick up the quality-up and neither answer is suitable. We don't 'remember' how many XP the unit sacrificed for that quality-up so you'd be causing that sacrifice to vanish into thin air or giving 2 units the advantage of a quality up that they really haven't paid for in XP loss.
On another note, every now and then during the AI's turn I get a CTD. It's not consistent, though. Is there a log that states what went wrong to attempt to find the reason?
The minidump can tell me, if I have a codeset that is still unmanipulated in any way since I posted the last dll, where in the code we had an issue and usually what kind of issue. Sometimes it takes a little more detective work and often we don't get any meaningful information at all but this is really all we can go off of if it's not repeateable.
Sometimes some errors in python will have given a python bug report. I'm still shamefully unaware of how to make these useful or how to get them or what... I think there's some kind of logging level that needs to be turned on in the bug options to get these logs or something like that. Then how to read them to get told what happened and where is a mystery to me as well. I've been told to look at them and they'll tell me. I never can seem to read the greek they spit out.
Hey guy's hope you can help me figure out this CTD, have a good idea but would like to know what my chances of continuing the save are.
Latest SVN and with Pit's UEM.
I have had one or two CTD before this point, but other than that not been having issues. I am only at around 4000 BC though.
If I've read the PythonErr log correctly, I am crashing while trying to add a new team as a result of a revolution in the Ethiopian capital. On the previous turn Barb's certainly took the city during a revolt.
Regarding the crash, just hit next turn. So if one of you with a top machine can get through the turn without issues then I have my answer. I have tried deleting a civ in Worldbuilder, being a noob I have no idea if it worked or even if it could have.
Thanks in advance for looking at this.
If its a repeatable crash, it should be fairly easily resolved. Usually. I'll take a look at it as soon as I've taken a look at SO and DH's issues above and have managed to either complete or sew up my current code project enough to make a stable dll so I can debug with it.