Thunderbrd
C2C War Dog
Normal ranged bombardment should not be causing the potential for destruction of terrain... hmm...Can you post a save please
Normal ranged bombardment should not be causing the potential for destruction of terrain... hmm...Can you post a save please
That's what I meant. Ranged bombardment should not be destroying improvements. There may be a remnant of some old programming that got turned back on somewhere.it doesn't affect terrain only the improvements.
Get latest SVN: https://github.com/caveman2cosmos/Caveman2Cosmos/wiki/Using-SVNNot sure if this is a bug or not. Space stations located outside borders cannot be improved. That is, the unit is wasted, but there is no improvement. For some maps, this is critical, because it is impossible to place a city near the northern edge of the map (3+- tiles). Given that culture is very poorly distributed on space tiles. Space exploration becomes impossible, for example, on most @Snofru1 maps.
It seems to me that the construction of the station should create the territory of the created player under it. If you do this through the editor, the territory disappears the next turn.
Get latest SVN:
Otherwise someone broke it.
Upload saveUse 11196
Reporting - someone broke it![]()
Not sure if this is a bug or not. Space stations located outside borders cannot be improved. That is, the unit is wasted, but there is no improvement. For some maps, this is critical, because it is impossible to place a city near the northern edge of the map (3+- tiles). Given that culture is very poorly distributed on space tiles. Space exploration becomes impossible, for example, on most @Snofru1 maps.
It seems to me that the construction of the station should create the territory of the created player under it. If you do this through the editor, the territory disappears the next turn.
Upload save
I have successfully upgraded space stations that are not on my territory, look at the attached screenshot. I have to admit that this was done at least one month ago...
ASSERT FAILED
=====================
File: d:\modstuff\caveman2cosmos_git\sources\CvPlayerAI.h
Line: 81
Expression: ePlayer != NO_PLAYER
=========================
MESSAGE:
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Player is not assigned a valid value
=======================
PYTHON CALLSTACK:
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
UpgradeSS2.py (9): doOutcome
========================
DLL CALLSTACK:
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
git\sources\cvplayerai.h (81): CvPlayerAI::getPlayer
git\sources\cvplot.cpp (7783): CvPlot::setImprovementType
git\build\deps\boost-1.32.0\include\boost\python\detail\caller.hpp (199): boost::python::detail::caller_arity<2>::impl<void (__thiscall CyPlot::*)(int),boost::python::default_call_policies,boost::mpl::vector3<void,CyPlot &,int> >::operator()
1000EA8D (boost_python-vc71-mt-1_32): (filename not available): boost::python::objects::function::call
1E1AE378 (python24): (filename not available): PyTuple_Type
ASSERT FAILED
==============================================================================================================================================================================
File: d:\modstuff\caveman2cosmos_git\sources\CvPlayerAI.h
Line: 81
Expression: ePlayer != NO_PLAYER
==============================================================================================================================================================================
MESSAGE:
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Player is not assigned a valid value
==============================================================================================================================================================================
PYTHON CALLSTACK:
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
UpgradeSS3.py (9): doOutcome
==============================================================================================================================================================================
DLL CALLSTACK:
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
git\sources\cvplayerai.h (81): CvPlayerAI::getPlayer
git\sources\cvplot.cpp (7783): CvPlot::setImprovementType
git\build\deps\boost-1.32.0\include\boost\python\detail\caller.hpp (199): boost::python::detail::caller_arity<2>::impl<void (__thiscall CyPlot::*)(int),boost::python::default_call_policies,boost::mpl::vector3<void,CyPlot &,int> >::operator()
1000EA8D (boost_python-vc71-mt-1_32): (filename not available): boost::python::objects::function::call
1E1AE378 (python24): (filename not available): PyTuple_Type
It provides flour, I guess text is broken.Modern mill no longer provides flour. Before anyone asks, I have grains. Screenshot attached. Running 11196.
Spoiler Screenshot :
Despite that space station got upgraded.
Improvements only upgrade when they are inside owned borders.It's charging a player money using the owner of the plot. These guys are talkin about upgrading on unowned plots.
Is that supposed to be possible now or will that not happen if space station is working right?
I suppose I'm a bit ambivalent about it - there are numerous small costs adding to large costs throughout the whole game. When a restaurant or home owner renovates it doesn't cost nothing. I see the event as a renovation. That said, I didn't create the effect, just allowed it to continue as it was. I've always somewhat felt it was an appropriate small drain but we've had a lot of gold overages too.Should upgrading improvement cost gold at all?
It represent a natural incremental improvement "improvement" process happening over a long time, by the time you upgrade it it is already ready to yield higher profits.
A bit like how cities don't really get a population boom the turn it grows in pop size, that it was an incremental process happening over many turns, and this was just the turn it caused the city to yield more from its population even though its population didn't grow more this turn than it did the last 50 turns without a pop increase...
It's pretty cheap stuff too, pennies to the player really, so I'm thinking we should just get rid of it.
I don't think the popup where you select what to upgrade to tells the player how much gold each upgrade cost even...
When a worker build an improvement it doesn't cost gold, and the upgrade mechanic is usually slower than workers at getting the upgrade done anyway.
It just feels a bit gimmicky.