Ah so its -2 gold is outweighed by maintenance reduction it gives.The Chiefs Hut gives -10% maintenance cost that's why you get money from it.
Ah so its -2 gold is outweighed by maintenance reduction it gives.The Chiefs Hut gives -10% maintenance cost that's why you get money from it.
Also, the recalc can inexplicably change gold etc., even if no assets have changed. And no-one knows whether it's fixing them or making them less accurate (I suspect probably a little of each).Ah so its -2 gold is outweighed by maintenance reduction it gives.
That is very weird bug, upload save.Hmm, something about desert, dunes, and paved roads is causing a pit of lag when hovering over cities with those. Paved roads everywhere do cause some lag, but just when they are on desert/dune tiles is some serious slowdown. Can anyone else check if that is also the case for them?
The Chiefs Hut gives -10% maintenance cost that's why you get money from it.
You missed line that says "-10% maintaince" just below stability bonus.No , that is wrong !!!
The Hut gives -10 Crime and cost money!!!!
Look in Pedia , if you do not believe me!!!
No , that is wrong !!!
The Hut gives -10 Crime and cost money!!!!
Look in Pedia , if you do not believe me!!!
<EffectInfo>
<Type>EFFECT_LlamaArcherArrow</Type>
<Description>ArrowProjectile3D</Description>
<fScale>1.0</fScale>
<fUpdateRate>1.0</fUpdateRate>
<Path>Art/Shared/ArrowProjectile3D/ArrowProjectile3D.nif</Path>
<bIsProjectile>1</bIsProjectile>
<fSpeed>250.0</fSpeed>
<fArcValue>3.0</fArcValue>
</EffectInfo>
<EffectInfo>
<Type>EFFECT_LONGBOWARROW</Type>
<Description>Longbow Arrow</Description>
<fScale>1.0</fScale>
<fUpdateRate>1.0</fUpdateRate>
<Path>Art/Units/Longbowman/LongbowArrow.nif</Path>
<bIsProjectile>1</bIsProjectile>
<fSpeed>500.0</fSpeed>
<fArcValue>0.0</fArcValue>
</EffectInfo>
<EffectInfo>
<Type>EFFECT_CROSSBOWBOLT</Type>
<Description>Crossbow bolt</Description>
<fScale>1.0</fScale>
<fUpdateRate>1.0</fUpdateRate>
<Path>Art/Units/Crossbowman/CrossbowBolt.nif</Path>
<bIsProjectile>1</bIsProjectile>
<fSpeed>500.0</fSpeed>
<fArcValue>0.0</fArcValue>
</EffectInfo>
<EffectInfo>
<Type>EFFECT_ARCHERARROW</Type>
<Description>ArcherArrow</Description>
<fScale>1.0</fScale>
<fUpdateRate>1.0</fUpdateRate>
<Path>Art/Units/Archer/ArcherArrow.nif</Path>
<bIsProjectile>1</bIsProjectile>
<fSpeed>500.0</fSpeed>
<fArcValue>0.0</fArcValue>
</EffectInfo>
<EffectInfo>
<Type>EFFECT_CHINESEARROW</Type>
<Description>ChineseArcherArrow</Description>
<fScale>1.0</fScale>
<fUpdateRate>1.0</fUpdateRate>
<Path>Art/Units/Archer_Chinese/Archer_Chinese_Arrow.nif</Path>
<bIsProjectile>1</bIsProjectile>
<fSpeed>500.0</fSpeed>
<fArcValue>0.0</fArcValue>
</EffectInfo>
<EffectInfo>
<Type>EFFECT_EGYPTIANARROW</Type>
<Description>EgyptianArcherArrow</Description>
<fScale>1.0</fScale>
<fUpdateRate>1.0</fUpdateRate>
<Path>Art/Units/Archer_Egyptian/Archer_Egyptian_Arrow.nif</Path>
<bIsProjectile>1</bIsProjectile>
<fSpeed>500.0</fSpeed>
<fArcValue>0.0</fArcValue>
</EffectInfo>
<EffectInfo>
<Type>EFFECT_EURASIANARROW</Type>
<Description>EurasianArcherArrow</Description>
<fScale>1.0</fScale>
<fUpdateRate>1.0</fUpdateRate>
<Path>Art/Units/Archer_Eurasian/Archer_Eurasian_Arrow.nif</Path>
<bIsProjectile>1</bIsProjectile>
<fSpeed>500.0</fSpeed>
<fArcValue>0.0</fArcValue>
</EffectInfo>
<EffectInfo>
<Type>EFFECT_GALLEY_FIREARROW</Type>
<Description>Galley Fire Arrow Effect</Description>
<fScale>0.7</fScale>
<fUpdateRate>1.0</fUpdateRate>
<Path>Art/Effects/fire_arrow/fx_Galley_FireArrow.nif</Path>
<bIsProjectile>1</bIsProjectile>
<fSpeed>300.00</fSpeed>
<fArcValue>3.0</fArcValue>
</EffectInfo>
<EffectInfo>
<Type>EFFECT_CAMELARCHERARROW</Type>
<Description>CamelArcherArrow</Description>
<fScale>1.0</fScale>
<fUpdateRate>1.0</fUpdateRate>
<Path>Art/Units/Unique/Arabia/CamelArcher/ArabiaCamelArcherArrow.nif</Path>
<bIsProjectile>1</bIsProjectile>
<fSpeed>500.0</fSpeed>
<fArcValue>0.0</fArcValue>
</EffectInfo>
<EffectInfo>
<Type>EFFECT_HORSEARCHERARROW</Type>
<Description>HorseArcherArrow</Description>
<fScale>1.0</fScale>
<fUpdateRate>1.0</fUpdateRate>
<Path>Art/Units/HorseArcher/HorseArcherArrow.nif</Path>
<bIsProjectile>1</bIsProjectile>
<fSpeed>500.0</fSpeed>
<fArcValue>0.0</fArcValue>
</EffectInfo>
<EffectInfo>
<Type>EFFECT_MALISPEAR</Type>
<Description>Mali Spear</Description>
<fScale>1.0</fScale>
<fUpdateRate>1.0</fUpdateRate>
<Path>Art/Units/Unique/Mali/Skirmisher/MaliSkirmisherSpear.nif</Path>
<bIsProjectile>1</bIsProjectile>
<fSpeed>500.0</fSpeed>
<fArcValue>0.0</fArcValue>
</EffectInfo>
<EffectInfo>
<Type>EFFECT_CATAPULT_ROCK</Type>
<Description>Catapult Rock</Description>
<fScale>1.0</fScale>
<fUpdateRate>1.0</fUpdateRate>
<Path>Art/Units/Catapult/CatapultRock.kfm</Path>
<bIsProjectile>1</bIsProjectile>
<fSpeed>500.0</fSpeed>
<fArcValue>4.0</fArcValue>
</EffectInfo>
<EffectInfo>
<Type>EFFECT_GRENADE_THROW</Type>
<Description>Grenadier Grenade</Description>
<fScale>1.0</fScale>
<fUpdateRate>1.0</fUpdateRate>
<Path>Art/Units/Grenadier/GrenadierGrenade.kfm</Path>
<bIsProjectile>1</bIsProjectile>
<fSpeed>350.0</fSpeed>
<fArcValue>4.0</fArcValue>
</EffectInfo>
<EffectInfo>
<Type>EFFECT_HWACHA_ROCKET</Type>
<Description>Hwacha Rocket fire</Description>
<fScale>1.0</fScale>
<fUpdateRate>1.0</fUpdateRate>
<Path>Art/Units/Hwacha_Korean/Hwacha_Rocket.kfm</Path>
<bIsProjectile>1</bIsProjectile>
<fSpeed>350.0</fSpeed>
<fArcValue>4.0</fArcValue>
</EffectInfo>
<EffectInfo>
<Type>EFFECT_SAM_ANTI_AIR_MISSLE</Type>
<Description>Sam_Infantry missle</Description>
<fScale>1.0</fScale>
<fUpdateRate>1.0</fUpdateRate>
<Path>Art/Units/SAMInfantry/SAMInfantry_missile.kfm</Path>
<bIsProjectile>1</bIsProjectile>
<fSpeed>600.0</fSpeed>
<fArcValue>0.0</fArcValue>
</EffectInfo>
<EffectInfo>
<Type>EFFECT_STONE_THROW</Type>
<Description>Peltast Sling Stone</Description>
<fScale>1.0</fScale>
<fUpdateRate>1.0</fUpdateRate>
<Path>Art/Units/Peltast/Peltast_Stone_Throw.kfm</Path>
<bIsProjectile>1</bIsProjectile>
<fSpeed>350.0</fSpeed>
<fArcValue>4.0</fArcValue>
</EffectInfo>
<EffectInfo>
<Type>EFFECT_MONGOL_JAV</Type>
<Description>Mongolian Javelin</Description>
<fScale>1.0</fScale>
<fUpdateRate>1.0</fUpdateRate>
<Path>Art/Units/Mongolian_JavelinThrower/Mongolian_Javelin.nif</Path>
<bIsProjectile>1</bIsProjectile>
<fSpeed>500.0</fSpeed>
<fArcValue>2.0</fArcValue>
</EffectInfo>
<EffectInfo>
<Type>EFFECT_TREBUCHET_ROCK</Type>
<Description>Trebuchet Rock</Description>
<fScale>1.0</fScale>
<fUpdateRate>1.0</fUpdateRate>
<Path>Art/Units/Trebuchet/TrebuchetRock.kfm</Path>
<bIsProjectile>1</bIsProjectile>
<fSpeed>400</fSpeed>
<fArcValue>6</fArcValue>
</EffectInfo>
I don't see anything in your changes that could be related to combat animations though, perhaps the problem runs deeper and was simply triggered by this small change...10911
- Fixed an error in CvUnitAI::enactConstruct that caused an infinite loop during the turn processing.
I have theory about it:Also, the recalc can inexplicably change gold etc., even if no assets have changed. And no-one knows whether it's fixing them or making them less accurate (I suspect probably a little of each).
Terrain damage was set to be off as default in BUG (terrain damage is off when user settings folder is created).Using SVN ver. 10931.
Has terrain damage been turned off? I find moving early units onto desert or arctic tiles no longer causes damage to the units.
I have theory about it:
Maybe glitch is in negative gold from some buildings - it is treated as flat maintenance cost.
Then there are various maintenance modifiers from buildings/civics/traits.
It seems like before recalculating negative gold from buildings is scaled by maintenance modifiers, but after recalc negative gold from building isn't scaled by maintenance modifiers.
@alberts2 could look at this save before and after recalculation.
Terrain damage was set to be off as default in BUG (terrain damage is off when user settings folder is created).
Maybe it somehow turned off your settings too?
It sounds like you deleted it multiple timesDoh! You were absolutely correct - somehow the option was turned off in my BUG settings. I'll keep my eye on that one from now on.
So in the future, should I leave that "user settings" folder alone and not delete it when I update using the latest the SVN? Or is it safer to delete the folder and then reset all the BUG options again?
Thanks!
How one line change could break animations?Not a single one of these projectile effects are currently working as they used to...
The projectile model just stops dead the moment they are created, so some of these fSpeed, fArcValue, fScale and/or fUpdateRate are not being handled correctly somehow.Spoiler CIV4EffectInfos.xml :Code:<EffectInfo> <Type>EFFECT_LlamaArcherArrow</Type> <Description>ArrowProjectile3D</Description> <fScale>1.0</fScale> <fUpdateRate>1.0</fUpdateRate> <Path>Art/Shared/ArrowProjectile3D/ArrowProjectile3D.nif</Path> <bIsProjectile>1</bIsProjectile> <fSpeed>250.0</fSpeed> <fArcValue>3.0</fArcValue> </EffectInfo> <EffectInfo> <Type>EFFECT_LONGBOWARROW</Type> <Description>Longbow Arrow</Description> <fScale>1.0</fScale> <fUpdateRate>1.0</fUpdateRate> <Path>Art/Units/Longbowman/LongbowArrow.nif</Path> <bIsProjectile>1</bIsProjectile> <fSpeed>500.0</fSpeed> <fArcValue>0.0</fArcValue> </EffectInfo> <EffectInfo> <Type>EFFECT_CROSSBOWBOLT</Type> <Description>Crossbow bolt</Description> <fScale>1.0</fScale> <fUpdateRate>1.0</fUpdateRate> <Path>Art/Units/Crossbowman/CrossbowBolt.nif</Path> <bIsProjectile>1</bIsProjectile> <fSpeed>500.0</fSpeed> <fArcValue>0.0</fArcValue> </EffectInfo> <EffectInfo> <Type>EFFECT_ARCHERARROW</Type> <Description>ArcherArrow</Description> <fScale>1.0</fScale> <fUpdateRate>1.0</fUpdateRate> <Path>Art/Units/Archer/ArcherArrow.nif</Path> <bIsProjectile>1</bIsProjectile> <fSpeed>500.0</fSpeed> <fArcValue>0.0</fArcValue> </EffectInfo> <EffectInfo> <Type>EFFECT_CHINESEARROW</Type> <Description>ChineseArcherArrow</Description> <fScale>1.0</fScale> <fUpdateRate>1.0</fUpdateRate> <Path>Art/Units/Archer_Chinese/Archer_Chinese_Arrow.nif</Path> <bIsProjectile>1</bIsProjectile> <fSpeed>500.0</fSpeed> <fArcValue>0.0</fArcValue> </EffectInfo> <EffectInfo> <Type>EFFECT_EGYPTIANARROW</Type> <Description>EgyptianArcherArrow</Description> <fScale>1.0</fScale> <fUpdateRate>1.0</fUpdateRate> <Path>Art/Units/Archer_Egyptian/Archer_Egyptian_Arrow.nif</Path> <bIsProjectile>1</bIsProjectile> <fSpeed>500.0</fSpeed> <fArcValue>0.0</fArcValue> </EffectInfo> <EffectInfo> <Type>EFFECT_EURASIANARROW</Type> <Description>EurasianArcherArrow</Description> <fScale>1.0</fScale> <fUpdateRate>1.0</fUpdateRate> <Path>Art/Units/Archer_Eurasian/Archer_Eurasian_Arrow.nif</Path> <bIsProjectile>1</bIsProjectile> <fSpeed>500.0</fSpeed> <fArcValue>0.0</fArcValue> </EffectInfo> <EffectInfo> <Type>EFFECT_GALLEY_FIREARROW</Type> <Description>Galley Fire Arrow Effect</Description> <fScale>0.7</fScale> <fUpdateRate>1.0</fUpdateRate> <Path>Art/Effects/fire_arrow/fx_Galley_FireArrow.nif</Path> <bIsProjectile>1</bIsProjectile> <fSpeed>300.00</fSpeed> <fArcValue>3.0</fArcValue> </EffectInfo> <EffectInfo> <Type>EFFECT_CAMELARCHERARROW</Type> <Description>CamelArcherArrow</Description> <fScale>1.0</fScale> <fUpdateRate>1.0</fUpdateRate> <Path>Art/Units/Unique/Arabia/CamelArcher/ArabiaCamelArcherArrow.nif</Path> <bIsProjectile>1</bIsProjectile> <fSpeed>500.0</fSpeed> <fArcValue>0.0</fArcValue> </EffectInfo> <EffectInfo> <Type>EFFECT_HORSEARCHERARROW</Type> <Description>HorseArcherArrow</Description> <fScale>1.0</fScale> <fUpdateRate>1.0</fUpdateRate> <Path>Art/Units/HorseArcher/HorseArcherArrow.nif</Path> <bIsProjectile>1</bIsProjectile> <fSpeed>500.0</fSpeed> <fArcValue>0.0</fArcValue> </EffectInfo> <EffectInfo> <Type>EFFECT_MALISPEAR</Type> <Description>Mali Spear</Description> <fScale>1.0</fScale> <fUpdateRate>1.0</fUpdateRate> <Path>Art/Units/Unique/Mali/Skirmisher/MaliSkirmisherSpear.nif</Path> <bIsProjectile>1</bIsProjectile> <fSpeed>500.0</fSpeed> <fArcValue>0.0</fArcValue> </EffectInfo> <EffectInfo> <Type>EFFECT_CATAPULT_ROCK</Type> <Description>Catapult Rock</Description> <fScale>1.0</fScale> <fUpdateRate>1.0</fUpdateRate> <Path>Art/Units/Catapult/CatapultRock.kfm</Path> <bIsProjectile>1</bIsProjectile> <fSpeed>500.0</fSpeed> <fArcValue>4.0</fArcValue> </EffectInfo> <EffectInfo> <Type>EFFECT_GRENADE_THROW</Type> <Description>Grenadier Grenade</Description> <fScale>1.0</fScale> <fUpdateRate>1.0</fUpdateRate> <Path>Art/Units/Grenadier/GrenadierGrenade.kfm</Path> <bIsProjectile>1</bIsProjectile> <fSpeed>350.0</fSpeed> <fArcValue>4.0</fArcValue> </EffectInfo> <EffectInfo> <Type>EFFECT_HWACHA_ROCKET</Type> <Description>Hwacha Rocket fire</Description> <fScale>1.0</fScale> <fUpdateRate>1.0</fUpdateRate> <Path>Art/Units/Hwacha_Korean/Hwacha_Rocket.kfm</Path> <bIsProjectile>1</bIsProjectile> <fSpeed>350.0</fSpeed> <fArcValue>4.0</fArcValue> </EffectInfo> <EffectInfo> <Type>EFFECT_SAM_ANTI_AIR_MISSLE</Type> <Description>Sam_Infantry missle</Description> <fScale>1.0</fScale> <fUpdateRate>1.0</fUpdateRate> <Path>Art/Units/SAMInfantry/SAMInfantry_missile.kfm</Path> <bIsProjectile>1</bIsProjectile> <fSpeed>600.0</fSpeed> <fArcValue>0.0</fArcValue> </EffectInfo> <EffectInfo> <Type>EFFECT_STONE_THROW</Type> <Description>Peltast Sling Stone</Description> <fScale>1.0</fScale> <fUpdateRate>1.0</fUpdateRate> <Path>Art/Units/Peltast/Peltast_Stone_Throw.kfm</Path> <bIsProjectile>1</bIsProjectile> <fSpeed>350.0</fSpeed> <fArcValue>4.0</fArcValue> </EffectInfo> <EffectInfo> <Type>EFFECT_MONGOL_JAV</Type> <Description>Mongolian Javelin</Description> <fScale>1.0</fScale> <fUpdateRate>1.0</fUpdateRate> <Path>Art/Units/Mongolian_JavelinThrower/Mongolian_Javelin.nif</Path> <bIsProjectile>1</bIsProjectile> <fSpeed>500.0</fSpeed> <fArcValue>2.0</fArcValue> </EffectInfo> <EffectInfo> <Type>EFFECT_TREBUCHET_ROCK</Type> <Description>Trebuchet Rock</Description> <fScale>1.0</fScale> <fUpdateRate>1.0</fUpdateRate> <Path>Art/Units/Trebuchet/TrebuchetRock.kfm</Path> <bIsProjectile>1</bIsProjectile> <fSpeed>400</fSpeed> <fArcValue>6</fArcValue> </EffectInfo>
Looks ugly to have a bunch of big rocks stacking up hovering over your trebuchets during a combat animation scene.
I believe this is caused by a recent dll change.
Edit: {
10703-10910 is OK
10911-10931 is bugged.
@alberts2 : your update broke projectile animations in combat.
}
I have no idea, but that is the revision that broke projectile animations.How one line change could break animations?
Maybe something during compile went wrong? Recompile DLL and see if it persists.I have no idea, but that is the revision that broke projectile animations.
The dll has been recompiled several times since rev. 10911 by TB, Anq and alberts, but all the revisions after 10911 are bugged like this.Maybe something during compile went wrong? Recompile DLL and see if it persists.
Personally I have taken to deleting the User setting folder after Major DLL work has been done. (Which has been a lot lately). I also delete the cache folder contents. C:\Users\*username*\AppData\Local\My Games\Beyond the Sword\cache . Then I go into BUG when I load a save or start a New game and manually reset to my preferences.Doh! You were absolutely correct - somehow the option was turned off in my BUG settings. I'll keep my eye on that one from now on.
So in the future, should I leave that "user settings" folder alone and not delete it when I update using the latest the SVN? Or is it safer to delete the folder and then reset all the BUG options again?
Thanks!
What happens if you revert those changes then?The dll has been recompiled several times since rev. 10911 by different modders, and all the revisions after 10911 are bugged like this.