Thank you. I won't be able to look at it RIGHT away but I suspect a few things here:Save game showing my empire as largest but still getting WFL benefits, from Discussion thread.
Also a good display of AI over producing Healer/Medicine man units during War. Suryvar's capital has 33 medicine men in it. And I have been killing off stack of MMs in the surrounding enemies cities areas.
1. TD is Off in this game.There's another vague possibility too, which is that somehow the TD amount may be getting included when it's not supposed to be but I don't think that's going to prove to be the issue.
1) I know that. So if the problem has to do with it tallying in even when it's not on, then that would be a pretty big problem right?1. TD is Off in this game.
2. Now that Suryvar has access to Patrols he is sending them out with other units groups. And why wouldn't he, they are a str 8 Unit good at defense. This is somewhat similar to the Siege Ram issues of 2015. You can draw parallels here. It's just not quite as bad as the rams were.
EDIT: For those that D/L'd the Save. One thing I do a little different, I don't Declare war. I expand till the AI declares on me. Both Brennus and Suryvar attacked me first. I let them build up their forces to see if I can withstand their assault. Then I counter attack depending upon the situation.
That would be very odd for criminals to be selected as escorts. I'd like a save that shows this just so I can verify that's their actual AI setting. Very odd indeed since I didn't create any sections in the code that could switch a unit to being an escort AI if they weren't born to be and the selection of an escort AI should limit itself to the units that have that AI specified in their XML as a possible option. I may find a very odd bug somewhere violating these simple channels somehow I suppose.I'm seeing bandits and similar rogue units being used by the AI to escort workers - intended? I'd think the logical thing for them would be to slink around the borders of former or would be enemies. Looking for targets of opportunity.
Also the warlord chieftain (or some similar title) - the first trainable general style unit - is capturable. They also have the bandit or barbarian promotion, so when the AI sends them out patrolling or whatever, my He-Man hunters can make short work of them without declaring war - and I get a free warlord chieftain to send home and boost one of my units.
By now I think around ten of my units have the warlord promotion because of this... -50% upgrade cost and +1 first strike ain't bad. But surely this can't be working as intended?
Being in the middle of a major project here, I'm not able to use a mini at the moment but I may get some benefit from it later so leave it there and I'll take a shot at it when I can.Dont know if this is anything, but i had a repeatable CTD, and forgot to save the savedgame . . . nut here is the mini . . .
I will be happy to investigate as soon as i can... Still tied up for a bit here.@TB
Got a CTD mini and save in zip, pretty small still in PreH era, i by-passed this one by going back a few saves and then it let me go on, so no biggy on this , more or less if it helps ok, if not again no biggy . . .
Original intent was for no spawns inside cultural borders. Not sure if it has been changed to include cultural areas which have not been improved or are not being worked.
I would suggest that if a plot is both worked and improved then it should have the lowest chance of spawning anything after city and fortification plots.
Cant recall exactly how I set it up but iirc the plot must not be improved. Or at least if it is its another level of hindrance. I beleive the animal itself must qualify to be capable of moving onto an improved tile to potentialy spawn there. Because few animals are that comfortable with humanity the spawns slow dramatically.Original intent was for no spawns inside cultural borders. Not sure if it has been changed to include cultural areas which have not been improved or are not being worked.
I would suggest that if a plot is both worked and improved then it should have the lowest chance of spawning anything after city and fortification plots.
Cant recall exactly how I set it up but iirc the plot must not be improved. Or at least if it is its another level of hindrance. I beleive the animal itself must qualify to be capable of moving onto an improved tile to potentialy spawn there. Because few animals are that comfortable with humanity the spawns slow dramatically.
Cant recall exactly how I set it up but iirc the plot must not be improved. Or at least if it is its another level of hindrance.