Like withdrawing 2-3 tiles away when there's plenty of valid locations 1 tile away.In what way?
This screenshot is a recreation of what I saw in one of my games a couple days ago.
A attacks B, Arrow shows B's withdrawal.
Like withdrawing 2-3 tiles away when there's plenty of valid locations 1 tile away.In what way?
Yes.Damn, so there's no way for me to salvage this particular game?
Well it is easier to debug if you don't have to rename your folder to match players mod folder name.Anyone know why the folder must have a certain name? What part of code forces this?
I think the exe forces it, it needs the full path to the thm files in our mod through this xml entry in CIV4ArtDefines_Misc.xmlAnyone know why the folder must have a certain name? What part of code forces this?
It's the part in the EXE that enforces that a game must be loaded under the mod that it's played under and mods are defined by their folder names.Anyone know why the folder must have a certain name? What part of code forces this?
Interesting. (to say the least) @billw2015 did a few changes to withdraw code recently so it's gotta be wrapped up in something to do with that I'd think.Like withdrawing 2-3 tiles away when there's plenty of valid locations 1 tile away.
This screenshot is a recreation of what I saw in one of my games a couple days ago.
View attachment 544831
A attacks B, Arrow shows B's withdrawal.
Maybe the change from "std::find_if(" to "bst::find_if(" in "selectWithdrawPlot(" produce the strange results?Interesting. (to say the least) @billw2015 did a few changes to withdraw code recently so it's gotta be wrapped up in something to do with that I'd think.
I would think this would be fairly high priority actually, considering that it's pretty astoundingly flawed if you're seeing withdrawals of more than one space back taking place.Maybe the change from "std::find_if(" to "bst::find_if(" in "selectWithdrawPlot(" produce the strange results?
That change was in commit "cf5a0be2685c76e4023ff34b4d01c44c65788e44" (use search function in gitkraken to find the commit).
@billw2015 This is not high priority for v40.1 release, but perhaps you should double check this change to the withdrawal plot selection stuff at some point.
Well, if this one is common (Link), then yeah, it would be pretty high priority.I would think this would be fairly high priority actually, considering that it's pretty astoundingly flawed if you're seeing withdrawals of more than one space back taking place.
No one changed it intentionally.i dont like the new way the worker is used?? when i move over a "wheat" (seed) area i cant build there until the next move, then i can , BUT the worker still has 2 moves left?? doesnt make sense to me who ever did this??
Switching civic cause anarchy, doesn't matter if the civic you switch to is more primitive than what you currently had or not. Doesn't matter if you've used the civic previously or not either.EDIT: Toffer?? how come if i am way past a certain tech then decide later ingame to go BACK to a different tech that the Anarchy starts all over again, meaning: If i am at, lets say Democracy then want to switch back to Chiefdom for some reason, (just an example), i have to do the anarchy ALL over again and thats for all the anarchy stuff that does this???? just wondering???
You need to burn down the young forest before you can build a farm there.i dont like the new way the worker is used?? when i move over a "wheat" (seed) area i cant build there until the next move, then i can , BUT the worker still has 2 moves left?? doesnt make sense to me who ever did this??
I reported this strange behaviour already a few weeks ago.I would think this would be fairly high priority actually, considering that it's pretty astoundingly flawed if you're seeing withdrawals of more than one space back taking place.
It is fixed in latest SVN.I reported this strange behaviour already a few weeks ago.
As in they don't turn land tiles to water tiles?It seems that the fusion nukes don't work. Anyone here in a late game give it a try? The other nukes works.
40.0.1220
As in they don't turn land tiles to water tiles?
This was removed as it somehow it caused crash if continent was split
As far as I know the crash occurs when the trade routes and networks are updated. This means it is not an instant crash.Yes that. But most important they have no effect on units.
I never experienced crash when breaking land or continents, but if I wiped out a city with 100+ units the game sometimes crashed.
Upload save, it could be MAF, if you played for very long time.dont know if this is anything but mini attached, i reloaded my PC and now game went past this turn, so no biggy . ..