That's caused by PPIO modmod.
Ah so it wasn't updated to newest SVN.That's caused by PPIO modmod.
All the important stuff was, I forgot about the text though.Ah so it wasn't updated to newest SVN.
hmm, not sure where the code for that display is, I suspect it is located in the dll... I'll keep an eye out for it in python in any case.There is minor display bug when queuing worker actions.
It doesn't display correctly amount of turns needed to do something.
Spoiler :![]()
That could be worse than display perhaps. Provide save please.Ah so it wasn't updated to newest SVN.
There is minor display bug when queuing worker actions.
It doesn't display correctly amount of turns needed to do something.
Spoiler :![]()
This doesn't happen if I just send worker to do some action.That could be worse than display perhaps. Provide save please.
Actually, I suspect an undefined variable in the gamespeed.
Please I need it for game testing at times and have sorely missed it. And it provides the game experience that Normal basically used to now that the tech costs went up on Normal.Why did u bring back Blitz, we got rid of that useless speed yrs ago, pls no need for it . . .
k, long as it was discussed with u it's fine with me then . .Please I need it for game testing at times and have sorely missed it. And it provides the game experience that Normal basically used to now that the tech costs went up on Normal.
Thank you. I'm working on your issue with de-coupling units after attacks, btw. It MIGHT lead us back into the stack losing focus after combat and we may have to make some tough choices there but we'll see how it flows in deeper play.k, long as it was discussed with u it's fine with me then . .
dont worry about it too much, i know more important things are there so work on them instead . .Thank you. I'm working on your issue with de-coupling units after attacks, btw. It MIGHT lead us back into the stack losing focus after combat and we may have to make some tough choices there but we'll see how it flows in deeper play.
Actually it's a side matter to what I'm really focused on at the moment which is having fallen down a huge rabbit hole of bug hunting in the ambush stuff that I found when trying to address DH's similar concern.dont worry about it too much, i know more important things are there so work on them instead . .
I've found how to replicate it. And trying to solve it I found a whole lot more.Unfortunately my bug is not repeatable as it relies on an non-attacking animal moving into the plot that the is moving into.
Actually it's a side matter to what I'm really focused on at the moment which is having fallen down a huge rabbit hole of bug hunting in the ambush stuff that I found when trying to address DH's similar concern.
Fix committed to SVN.@Toffer90
cant find ur map in the map thread so i am writing here: got this error message today . .
Traceback (most recent call last):
File "C2C_World", line 4578, in assignStartingPlots
File "C2C_World", line 3620, in SetStartingPlots
File "C2C_World", line 3723, in boostCityPlotValue
AttributeError: 'NoneType' object has no attribute 'getEra'
ERR: Python function assignStartingPlots failed, module C2C_World
I'll try to look into those after re-release.Some things I meant to mention before but forgot. (I do not have a save).
1. If you are attacked with a hidden nationality unit - you get a message "you are at war with XXX" at the top of the screen. Looking at the civ list (bottom right) you are not.
2. I have also been reliably informed, that in multi-player - if you use a hidden nationality unit to attack a unit. That player only needs to look at the combat log to find out who attacked him.
I guess you're saying you feel that's too much gold to ask for a worker eh? It can be toned down a bit more in the globals - I recently put a tag there to help us adjust the final calculation of worker trade values. It was a lot higher than this before then.Since when does elephant workers worth their weight in gold?