Thunderbrd
C2C War Dog
You probably need to upgrade the units.When will I really get access to Educate II and Policing II? Pedia says Community and Dualism respectively, so why don't I have them now?
You probably need to upgrade the units.When will I really get access to Educate II and Policing II? Pedia says Community and Dualism respectively, so why don't I have them now?
That may explain the Policing, although the pedia says my current Enforcers can get all the Policing promos. But for Story Tellers, Community was in the first column of Ancient, and their first upgrade is at Linguistics, in the last column. Please don't tell me it's not until Linguistics that you can take the promo that was "unlocked" at Community.You probably need to upgrade the units.
Don't form dangerous habits! While 7z is certainly trustworthy, you should try and get used to using msi instead of exe wherever possible. A description of possible security risks with exe-installers (a bit technical) can be seen here: https://packetstormsecurity.com/files/134694/jrsoft-dllhijack.txt
I don't think those are programmed that way, no. So perhaps its a caching problem?That may explain the Policing, although the pedia says my current Enforcers can get all the Policing promos. But for Story Tellers, Community was in the first column of Ancient, and their first upgrade is at Linguistics, in the last column. Please don't tell me it's not until Linguistics that you can take the promo that was "unlocked" at Community.
The normal pedia reports on promotions incorrectly, showing more promotions than a unit can get. Toffer's mod fixes that bug.That may explain the Policing, although the pedia says my current Enforcers can get all the Policing promos. But for Story Tellers, Community was in the first column of Ancient, and their first upgrade is at Linguistics, in the last column. Please don't tell me it's not until Linguistics that you can take the promo that was "unlocked" at Community.
Or use WINRAR.Don't form dangerous habits! While 7z is certainly trustworthy, you should try and get used to using msi instead of exe wherever possible. A description of possible security risks with exe-installers (a bit technical) can be seen here: https://packetstormsecurity.com/files/134694/jrsoft-dllhijack.txt
There are msi installers for 7zip at https://www.7-zip.org/download.html - even if they are described as "alternative", they are perfectly fine for installing 7zip.
@Thunderbrd can look at this.We need to fix it whereas the siege units STOP going out by themselves acting like an attack unit, i think i have gotten over 50 of them for capture already, that's just NOT right???
Yeah until far more advanced AI is written for armies, which was always the plan at some point, this will be an issue. They are probably trying to go join up with the force they were made for and getting distracted along the way. Siege weapons really do need improving on.We need to fix it whereas the siege units STOP going out by themselves acting like an attack unit, i think i have gotten over 50 of them for capture already, that's just NOT right???
I can't look into anything until I'm given the file I'm missing to compile the dll.@Thunderbrd can look at this.
No idea what @makotech222 messed up.Yeah until far more advanced AI is written for armies, which was always the plan at some point, this will be an issue. They are probably trying to go join up with the force they were made for and getting distracted along the way. Siege weapons really do need improving on.
I can't look into anything until I'm given the file I'm missing to compile the dll.
@Dancing Hoskuld I think you need to make step by step tutorial about getting animals into your empire, if you don't have them in vicinity and you get only trough trading.How come when i import certain animals to my civ , i cant build them ?? cant remember if i asked this before . .
I do have a theory, that the Makefile Paths file that's supposed to stay locally different on each system was updated to the SVN and that I need to reroute where it expects to find everything again.
I posted yesterday In the Discussion Ideas thread about the same problem SO. There is a discussion going on in that thread. Hopefully the 10241 svn commit addresses this problem we Both are reporting.How come when i import certain animals to my civ , i cant build them ?? cant remember if i asked this before . .
Well those buildings I changed weren't related to National Breeders.I posted yesterday In the Discussion Ideas thread about the same problem SO. There is a discussion going on in that thread. Hopefully the 10241 svn commit addresses this problem we Both are reporting.
<PrereqBuildingClasses>
<PrereqBuildingClass>
<BuildingClassType>BUILDINGCLASS_ANIMAL_TAMER_COMPLEX</BuildingClassType>
<bPrereq>1</bPrereq>
<TechOverride/>
<EraOverride/>
</PrereqBuildingClass>
<PrereqBuildingClass>
<BuildingClassType>BUILDINGCLASS_CAMEL_FARM</BuildingClassType>
<bPrereq>1</bPrereq>
<TechOverride/>
<EraOverride/>
</PrereqBuildingClass>
</PrereqBuildingClasses>
<PrereqOrBuildings>
<BuildingType>BUILDING_STABLE</BuildingType>
<BuildingType>BUILDING_KNIGHT_STABLE</BuildingType>
<BuildingType>BUILDING_MODERN_STABLE</BuildingType>
</PrereqOrBuildings>
No. The Tamer Complex needs a full examination not just a knee jerk reaction to one bug otherwise it will remain unbalanced.Well those buildings I changed weren't related to National Breeders.
I guess @Dancing Hoskuld National Breeders are way too confusing
StrategyOnly is asking for bison in this case and national Breeders are for Horses, Camels and Elephants.
For example to build Tamed Bison you need Specialization tech, Bison resource (may be traded) and one of buildings:
Animal Tamer Complex (Specialization)
Herd Bison - provides Bison resource.
Enclosure - Exotic Herbavours (Needs Zoo or Carnival),
And some sort of Stable.
All resources given by buildings are valid for vicinity building.
That is if something produces X, and building needs X in vicinity, then it can be built in city, where X producer was built.
Or you meant May place X resource on map.
Tamed Camel/Horse/Elephant can have OR prereq of National Breeder.
Edit: The way it is set I need GOM magic.
Or I can remove Camel/Horse/Elephant Farm prereqs for Tamed Camel/Horse/Elephant.Code:<PrereqBuildingClasses> <PrereqBuildingClass> <BuildingClassType>BUILDINGCLASS_ANIMAL_TAMER_COMPLEX</BuildingClassType> <bPrereq>1</bPrereq> <TechOverride/> <EraOverride/> </PrereqBuildingClass> <PrereqBuildingClass> <BuildingClassType>BUILDINGCLASS_CAMEL_FARM</BuildingClassType> <bPrereq>1</bPrereq> <TechOverride/> <EraOverride/> </PrereqBuildingClass> </PrereqBuildingClasses> <PrereqOrBuildings> <BuildingType>BUILDING_STABLE</BuildingType> <BuildingType>BUILDING_KNIGHT_STABLE</BuildingType> <BuildingType>BUILDING_MODERN_STABLE</BuildingType> </PrereqOrBuildings>
Tamed Camel, Llama, Bison, are missing ability to place resources.
Tamed Animals can place resource (only one type where applicable) not just Great Farmer.The "National X Breeder" and the "National X Smelters" are about fixing the problem where you have not built any of your cities so that the resource is in its vicinity. That is all.
The way they are currently done allows you to build one if this is the case but the resource must be in your nation. If you want something to handle imports then you will need another mechanism. As far as the animals and plants go that mechanism is the Great Farmer. So the problem already has a balanced solution that the AI understands.
The Free Building in All city bug has stopped work on fixing the National Breeders/Smelters to make them closer to what was needed.
- If you have the resource in the vicinity of any of your cities you then can't build the National version anywhere. This is the bit broken by the free building in all cities bug.
- You can't build the National building in a city that has the resource in its vicinity. This bit I can do.
No. The Tamer Complex needs a full examination not just a knee jerk reaction to one bug otherwise it will remain unbalanced.
The way the animals are coded for placing their bonus is the old method, ie it is all in the Event code. Pepper2000 has demonstrated how to do it in the XML. I would like to move this to the XML. Unfortunately this can't be used for the Great Farmer. Which reminds me, it would be better to have these take some time which can't be done as far as I know using either of the existing methods.
If you have the animal in your nation but not in the vicinity of any then build a national breeder.Tamed Animals can place resource (only one type where applicable) not just Great Farmer.
Tamed Camel, Llama, Bison, are missing ability to place resources though (Camel, Llama and Bison respectively).
Also you can't build Tamed Camel/Horse/Elephant and probably others if you don't have animal resource in vicinity.
So how the whole thing should look?
I import some animals from other civ, as I don't have any of them in my empire.
I want to build units, that require animals or I want to spread them in my empire.
What I should do?
Well Tamed Animal also can place them, just not all types can be placed.If you have the animal in your nation but not in the vicinity of any then build a national breeder.
If you don't have it in your nation import it and get the Great Farmer to place it.
Alternately subdue one and get it to place it. This has tech and terrain limits. It is also bugged because it does not take more than a turn unlike workers.