Konrad Klar
Warlord
- Joined
- Oct 8, 2005
- Messages
- 136
Update.
Seems like they are still present, just not displayed correctly sometimes.
Seems like they are still present, just not displayed correctly sometimes.
There ARE hero promos that give this ability. And yes, it's very tough to fight against. There are some highly epically advanced promos that can help other units in the stack do this on occasion as well.as far as I can tell there's no legitimate effect that should be causing this.
Upload saveAny solution to the treasury fluctuation? Each turn and a different outcome. Tried everything ( update SVN , Recalculation ctrl+shift+T , Disable city auto manage...) nothing seems to fix it. Im playing on Gigantic map , Epic speed and im on turn 4000...Problem started around turn 3500.
Are you sure they're unlinking, and not just autoselecting the unit with movement?I'm not sure if this is a bug or a "feature". For many SVN versions now I have noticed that there are issues when you have a group of units that have different movement values.
For example, in the attached saved game I have a Wise Woman (1 movement point) and a Chaser (2 movements) linked in a group (they are at X 95, Y 40 in the top right corner of the map). I move the group from the forest to the Grassland space and when you look at the units, they are no longer grouped. Instead, the Wise woman is displaying no moves are available while the Chaser has moves left. I am forced to re-link the two units until the next time the chaser can move two spaces.
I previous SVN versions, the two units would remain linked in a group but would not be able to move more than one space at a time. I think the last SVN version that worked was from mid-July.
Is this 'unit unlinking' on purpose? Thanks.
They are actually still grouped, though those with no MP will have been unselected, if you hit "space", "enter" or "W" on the residual selection then they should still be grouped the next turn.I'm not sure if this is a bug or a "feature". For many SVN versions now I have noticed that there are issues when you have a group of units that have different movement values.
For example, in the attached saved game I have a Wise Woman (1 movement point) and a Chaser (2 movements) linked in a group (they are at X 95, Y 40 in the top right corner of the map). I move the group from the forest to the Grassland space and when you look at the units, they are no longer grouped. Instead, the Wise woman is displaying no moves are available while the Chaser has moves left. I am forced to re-link the two units until the next time the chaser can move two spaces.
I previous SVN versions, the two units would remain linked in a group but would not be able to move more than one space at a time. I think the last SVN version that worked was from mid-July.
Is this 'unit unlinking' on purpose? Thanks.
Very annoying and confusing, really.They are actually still grouped, though those with no MP will have been unselected, if you hit "space", "enter" or "W" on the residual selection then they should still be grouped the next turn.
This selection behavior is something I did some weeks ago, and is an intended feature.
Save?Spies do not wake up from Gather Intel (and they never were woken at correct time if they had Improvise promotion).
v42.1.BETA.7121
Windows 7 x64
It was caused by your modmod, clean up SVN.just had this error: info type 'UNIT_FRENCH_MUSKETEER' not found, Current XML file is: modules\Alt_Timelines\Megafauna\Megafauna_CIV4SpawnInfos.xml
Unfortunately, this is not the case, at least when you use the spacebar to finish the group's turn.They are actually still grouped, though those with no MP will have been unselected, if you hit "space", "enter" or "W" on the residual selection then they should still be grouped the next turn.
This selection behavior is something I did some weeks ago, and is an intended feature.
Attached.Save?
Which is clearly a BUG, or at least it is changing the way that grouping used to work since forever - it never automatically split units for any reason whatsoever, unless you did it manually.Unfortunately, this is not the case, at least when you use the spacebar to finish the group's turn.
For example, I have a group consisting of an archer and 6 workers. I tell the workers to build a path - one completes the action leaving the archer and 5 workers still with movement/action points. I hit the spacebar to tell them to finish their turn but when my next turn starts, the single worker is no longer linked to the other 6 units. If, however, I hit the Enter or "w" keys, then the group will be intact the next turn.
I guess I have to re-train myself to use the Enter key rather than the spacebar![]()
"W" for "Wait" might be better to use than "enter", as I think "enter" can end turn if no unit/city is selected.Unfortunately, this is not the case, at least when you use the spacebar to finish the group's turn.
For example, I have a group consisting of an archer and 6 workers. I tell the workers to build a path - one completes the action leaving the archer and 5 workers still with movement/action points. I hit the spacebar to tell them to finish their turn but when my next turn starts, the single worker is no longer linked to the other 6 units. If, however, I hit the Enter or "w" keys, then the group will be intact the next turn.
I guess I have to re-train myself to use the Enter key rather than the spacebar![]()
I'm not sure myself (not that you're asking, lol) what way is better, it's just that we are all USED to a certain way for it to work, and it now causes unnecessary confusion."W" for "Wait" might be better to use than "enter", as I think "enter" can end turn if no unit/city is selected.
I will look into stopping the sleep command from separating groups.
I'll also look into making it possible to unselect current selection with the mouse only for those that dislike using the keyboard.
I moved the unit selection cycling code from exe to dll (I have no idea what is in the exe so I basically reimplemented the code in dll as I saw fit) to get better control over the automatic unit cycling. There were multiple bugs in how and when units got unselected and cycling would happen which annoyed me immensely.I'm not sure myself (not that you're asking, lol) what way is better, it's just that we are all USED to a certain way for it to work, and it now causes unnecessary confusion.
Why did you change anything in the first place, really?