Already too late for the mini to be of use. It's not on the latest DLL build. It does appear that something happens in the python just before something happens in the dll but that's all that can be said. So it probably wasn't a mysterious exe based unfixable crash. I just can't get more info out of it right now.CTD on next turn, only mini . .
Free promos continue to deliver if the building is partially disabled. For now. This may change at some point but probably more under the ideas project dynamics than just the rel disable system. Some tags work, some don't, when a building is 'disabled'.Religion disable is ON. First I got Mesopotanism (?) and built the Temples that give units "Assisstence of Ki" etc Promotions. Then I switched to Judaism and it now says that all my Mesopotanism Buildings are disabled. However, when I build units in the cities that used to have the temples, they still get the "Assisstence of Ki" etc promotions.
That's exactly what basing it on the Ideas system would do.It should probably be based on percentage of worshipers (i.e. the influence the religion still has in the city).
Not sure how big issue it is, but after playing a game on Snail speed for 1200+ turns I have noticed that the years per turn increment does not seem to be slowing down enough. The game went through 1900s at 8-9 years per turn and as of 2350 AD it still does it at the same rate. I'm still researching Industrial Era techs while my science rate is 90k per turn. In case my assumption is correct that this info is coming from CIV4GameSpeedInfo.xml, I calculated that such rate will continue until 2600 AD or something. Although I'm on SVN 9396 since December 19th, according to the SVN changelog, the last change to that file occurred on September 22nd.
This isn't a game-killer issue, but much slower year-per-turn rate, e.g. 0.5-1 years per turn in 1900s would offer a better late-game experience IMO![]()
If this is on Hide and Seek, you've forgotten that hunters, especially master hunters, are stealth units and thus the cobra cannot see the hunter but can see the great commander and thus attack it. If you are not playing with Without Warning and using the Suprise status (which I'm not sure works to defend units, but would at least give you retribution), OR you are not using the 'Standout' status on the hunter to negate invisibility while escorting, then your hunter cannot defend the commander.SVN 9417
Predatory cobra attacks and kills the great commander even though he is on the same tile with the master hunter. They are at the 5 tile west of the city Mutal. Saved game is attached. Just let the turn play, cobra will attack.
@Septimius: You are apparently getting confused by the reduction in upkeep costs that animals bring. That reduction is to help compensate the cost of that unit, and in some cases it MORE than compensates which is a frustration on my end because it makes for a very tough system to set up correctly. This reduction is represented in, on the backend, a decimalized amount of 'free units'. Thus if you have 2 units with -50% upkeep then you will have +1 Free Units. Not totally happy with that either but for now it's the way it works. With some animals you may lose gold per round to get rid of them because if you look carefully they may have -110% total or more upkeep, Thus you get rid of them and you MAY lose a free unit more than the one that was covering the animal itself. It's imperfect but working as designed so far as I can see.
Tip over?The game allows me to go to 226 free upkeep units and then decides to suddenly tip over and from there on out, won't let me get back to zero upkeep before I've removed 80 units and have gone below 145
Tip over?
Did you understand that removing animals, depending on the animal, may be reducing your amount of free units so you're actually losing gold to get rid of them? The problem is that they can give more free units (in a decimalized count) than one (which would be what would cover themselves.)
I just reduced how much reduction subdued animals bring to try to resolve this.
Question though, is this on the absolute latest dll?
I'm sorry but I'm getting horrifically lost in statements like these. So let's break it down and see why.Either something is wrong since you can reach 225 unit free support, or something is wrong that you can't get back to it once you've gone down from it. I mean I had free support at 225, at 226 it cost 1 gold (translated into a great deal more because of the higher maintenance cost on the slowest speed), but when I tried to control the situation and reduce the nunber of units I had, it didn't happen before I had gone down to 145 units.
Nothing is wrong with that. Subdued animals and even many other units are giving a reduction in upkeep to help compensate for their own upkeep. Sometimes the amount of reduction they give exceeds their own cost. The reduction in upkeep is tracked by adding to the free unit support.Either something is wrong since you can reach 225 unit free support,
Assuming 'it' means the 225 free units you had previously, when you're removing the units that are giving free unit support, it should not be surprising that it goes down.or something is wrong that you can't get back to it once you've gone down from it.
So you had 226 units with free support for 225 and that one unit was costing you quite a bit... ok... following you so far.I mean I had free support at 225, at 226 it cost 1 gold (translated into a great deal more because of the higher maintenance cost on the slowest speed),
Ok, so you were getting rid of units that were adding to the free unit support you had. So as you were getting rid of units to get your unit count underneath the free unit count, you were also reducing the free unit count along the way because of the specific unit details on the units you were getting rid of. You generally cannot sacrifice subdued animals to get much benefit in this department because subdued animals cover either MOST, ALL, or even MORE than themselves by adding free unit amounts to your free unit coverage total each. Therefore, not surprising that you were having trouble getting your units underneath your free unit count by removing units to do it... provided those units were giving you additional free unit amounts by bringing in reduced maintenance for themselves.but when I tried to control the situation and reduce the nunber of units I had, it didn't happen before I had gone down to 145 units.
Please keep the save there just in case. I think I already got it though. I just wanted to let you know that I'm not forgetting this report. I've just been wrapped up in the first major post v37 release development project and that's got me super deep into complex land with the code right now.Infact on the above mini by me it IS a repeatable CTD here is the save
If this is on Hide and Seek, you've forgotten that hunters, especially master hunters, are stealth units and thus the cobra cannot see the hunter but can see the great commander and thus attack it. If you are not playing with Without Warning and using the Suprise status (which I'm not sure works to defend units, but would at least give you retribution), OR you are not using the 'Standout' status on the hunter to negate invisibility while escorting, then your hunter cannot defend the commander.
I
Ok, so it looks like by breaking your statement down I was able to determine what you meant by your use of 'ir' in many places I found vague. But hopefully this explains what's taking place here.