remko
Chieftain
On the settler crash bug: This was happening to me when I tried to start a Quick game but was fine on Normal and Epic, if that helps.
same here game crashes on quick not on normal
(at least I know its installed now)
On the settler crash bug: This was happening to me when I tried to start a Quick game but was fine on Normal and Epic, if that helps.
I'm back here... just looked through the reports. That Settler crash some of you are encountering is strange. I think I know where the negative inflation is coming from, the code allows it to happen, though it should be rare - will fix.
EDIT: Hmm, perhaps those of you who are crashing are having the problem because of BlueMarble...
Ah, quick speed. Thanks, I've found it now.
what is the ETA for an official patch?
oh myWhen it's done![]()
void CvCityAI::AI_chooseProduction()
if (AI_chooseUnit(UNITAI_ATTACK_SEA))
{
return;
}
if (AI_chooseUnit(UNITAI_PIRATE_SEA))
{
return;
}
if (AI_chooseUnit(UNITAI_RESERVE_SEA))
{
return;
}
if (kPlayer.AI_getNumAIUnits(UNITAI_ATTACK_SEA) + kPlayer.AI_getNumAIUnits(UNITAI_PIRATE_SEA) + kPlayer.AI_getNumAIUnits(UNITAI_RESERVE_SEA) < (kPlayer.AI_getWaterDanger(plot(), 4) * 3))
{
if (AI_chooseUnit(UNITAI_ATTACK_SEA))
{
return;
}
if (AI_chooseUnit(UNITAI_PIRATE_SEA))
{
return;
}
if (AI_chooseUnit(UNITAI_RESERVE_SEA))
{
return;
}
}
void CvUnitAI::AI_networkAutomated()
if (AI_improveLocalPlot(3, NULL))
{
return;
}
if (AI_nextCityToImprove(NULL))
{
return;
}
I think the following code change fixes the bug(?) that workers building automated trade network go to full automation.
I've noticed this too but it seems to me that they only go into full automation after your entire landmass is covered with roads. That and they always build workshops for some reason...
There's a reason that there are two separate automation buttons. If you want workers to build improvements, set them on full automation. When they're set on 'Automate Trade Network', you only want them to build trade network, not general improvements.