It works - downloaded 14 MB in last SVN update.Yeah I will do another build tonight once I fixed the FPKs to they are more optimized in SVN.
It works - downloaded 14 MB in last SVN update.Yeah I will do another build tonight once I fixed the FPKs to they are more optimized in SVN.
It shouldn't have worked yet, cos the last update still fully rebuilt the FPKs, you can see there is no Patch.FPK. Future updates should create the patch.It works - downloaded 14 MB in last SVN update.
Yeah, I noticed, that there was no path FPK.It shouldn't have worked yet, cos the last update still fully rebuilt the FPKs, you can see there is no Patch.FPK. Future updates should create the patch.
No you're right, LEs can already get Armed Guard.Well, why not just give access to Armed Guard then right? I thought I originally had... maybe there's something invalidating it in the dll. Hopefully the AI doesn't overdo it with these on LE units...
Man... thank you for confirming that. I was looking at the prereqs last night and even reviewed the invalidation stuff in the code and could not figure out why they wouldn't be... lol. Go figure.No you're right, LEs can already get Armed Guard.
I'll keep a look out but to make any forward progress I would need saves that show each situation that seems incorrect.A couple of strange things with Criminals attacking into Forts:
- they can (sometimes?) (auto)kill air units, regardless of what is defending them
- they (sometimes?) attack LE units preferentially, (I'm pretty sure they don't have a preference for LE,) and this despite criminals being present, one of the classes which they do preferentially target
I also have an Outlaw unit which can safely enter cities even without Open Borders.
Another issue is if a criminal attacks a Fort, the mouseover does not show odds, implying that no combat will take place, but combat does in fact happen. And again I must qualify that with 'sometimes', because every so often I find a criminal in my fort despite its adequate garrison.
Carthage is the orange bit on the date line. My outlaw is in their city Moura.I'll keep a look out but to make any forward progress I would need saves that show each situation that seems incorrect.
And you have checked the BUG settings? I changed all the default (don't know who made them or why they were ever default) and put them all on Normal(?).I am often not seeing combat odds in many normal situations. To get them back I have to click off the unit then select it again. Then I get combat odds.
Will investigate when I can.Carthage is the orange bit on the date line. My outlaw is in their city Moura.
On the NW corner of my colony on the central continent, there is a fort. In it there is an enemy criminal, as well as a Guerrilla and several criminals of mine. If you move the Guerrilla (probably works the same with the criminals) to an adjacent tile, you can see that the right-click mouseover on the fort does not give combat odds. However, moving the unit back to the fort causes combat to take place.
That covers my last two points at least.
Bugged here: https://github.com/caveman2cosmos/Caveman2Cosmos/issues/112Will investigate when I can.
It shouldn't, probably my modmod is broken again.Uh I have a question concerning 11029, is it supposed to break save game compability? None of my saves will load now. Running 11029 with longtitude and latitude removed mod. Bug reporting under influence of cold medicine, sorry if missing anything important.
Definitely it shouldn't (we definitely won't just be dropping save breaking on SVN without warning!), however I don't test with mod mods at all.Uh I have a question concerning 11029, is it supposed to break save game compability? None of my saves will load now. Running 11029 with longtitude and latitude removed mod. Bug reporting under influence of cold medicine, sorry if missing anything important. It gets to the setup map stage and just freezes. Personally edited longitude and latitude remover for 11029, triple checked that to see if I did something wrong.
He could do mistake somewhere, as I moved overrides of Pleistocene park from core to megafauna domestication modules along with some other stuff.Definitely it shouldn't (we definitely won't just be dropping save breaking on SVN without warning!), however I don't test with mod mods at all.
Do cleanup of assets and download my now updated modmod.Here save.