Kailric
Jack of All Trades
It doesn't happen on a 100% change, I think I coded it to have an increasing chance each turn you are negative in a Civic cost. Will have to look at code to be sure.
That's another issue we need to deal with. We have no documentation on what we do and often we can't really remember what we coded. We need some sort of semi-automated documentation template we fill out each time we add something and it will remember and sort info like this and XML modders can look up details like this without having to resort to DLL code reading.Will have to look at code to be sure.
Kailric added a bunch of new features before I joined and he used the approach that it should work (that's the usual approach, rightthe flow is very fast considering the number of features it has
Now that's a clear bug report, which should be possible to reproduce and fix and test if the fix works. My guess is that some variable is set to something it shouldn't contain or some other code reads it with the expectation that it should contain something else. The question is which one. Currently the only good hints are the screen names and the fact that it isn't saved.-Research achievements window.
I have double checked that when the research achievements window appears to show your advancements, it corrupts the city screen. Next time you enter into a city you only get the zoomed view and in the world map unit actions buttons disappear. Saving and reloading fixes the problem.
You mean the immigration screen or ? I can't think of buying expert units in a city.I cant buy shepherds or hunters from city screens.
Most likely it is the exe bug, which discards a valid offer. Something about taking friendship to the next level will only work if you are at war or something.On two or three occasions (in 800 turns) the delayed response still didnt work. The scroll appeared but it didnt call the kings message. It fixes when reloading. But I must say that this feature now works perfectly 95% of times.
I kind of agree. I think it can be done with XML changes only. There is one potential issue though. Not being able to make peddlers can be a big issue in early game as they can be your only unit to transport yields between your cities. Maybe we could add a "transport unit", which is essentially a peddler without the ability to tradeProfessions on map should depend on buildings. For example, monks cant be created if you dont have a church, or knights from military orders dont need monarchy but they should need a monastery to be created or peddlers may be created only if there is a warehouse and so on.
I wonder what we should do about abandon cities. Maybe we can allow 0 units in a city, in which case the city does nothing. You can then use units outside to pillage the buildings to completely remove it. I kind of like the idea that it takes multiple turns to remove moats and castles because otherwise you just remove all of it if you know the city is lost to the enemy next turn. No fortifications makes it easier to retake later.If abandon city is not brought back, we could have a system to pillage city goods and enslave population apart from destroying or annexing it.
You mean the immigration screen or ? I can't think of buying expert units in a city.
Hi, guys! Thank you for making such a spectacular MOD!
I had an issue, that could not owercome. Please watch the save file
error message:
Assert Failed
File: CvCity.cpp
Line: 9625
Expression: false
Message: illegal Profession
-Suggestions/Comments:
Spy reports has not presented any problems so far after the patch.
Opening python based windows can easily do that. The same is true for domestic advisor. I would like to make them faster at some point, but it isn't a huge concern.I didn't report though that when the spy report window is going to appear, it freezes the game for a little while.
Play Testing Report #3
Military system.
I know that this is one of the features where some work will be done. Nevertheless, I want to comment that in the current system I never use soldiers other than Archers>Crossbows>Longbowmen.
This is so that when I am ready to have weapons, I have already researched Crossbows, so I never use Skirmishers or Infantry other than for training, and for me, Longbowmen are the most useful unit in the final stage of the game.
Archers should be more difficult to be produced, Skirmishers should have some more advantages, Crossbows should have some disadvantages and so on.
Promotions:
A Commander has the Skirmisher I promotion, a skirmisher also has the Skirmisher I promotion but a skirmisher Commander doesn't get skirmisher II promotion.
Also, when a Skirmisher is given Skirmisher II promotion, when he is back a Peasant, he loses the Skirmisher I promotion but retains the Skirmisher II one. Thus, when this unit gains some experience to promote, he can be offered either Skirmisher I or Skirmisher III.
Shorter comments:
Cities are no much at risk. When there are Marauders or Bandits around, it is safer to have no one outside the city to prevent attacks. They should rob undefended cities.
When the game checks Civics demands every turn, that should be done previous to citizens graduating. Because now we come across a situation that your Cavalrymen or your Students graduate and in the same turn processing you cease to meet fealty or education demands and you are kicked off to Anarchy.
A free Manor doesn't count as required building. Therefore, a palace can't be built when in Manoerism.
I came across a map with continents too far away to have a single silk road access.
It has never had sense to me going to the poles for trading anyway. I know the system is still been under development.
I didn't report though that when the spy report window is going to appear, it freezes the game for a little while.
Increased demands:
At a certain time, when lack of civic requirement triggers an anarchy, that requirement automatically turns to 300, (eg. If you fail to meet the requirement of 10 education, you fail into anarchy but the education requirement turns automatically to 300) That makes it even more difficult to recover back from anarchy. I have checked it with faith, fealty and education, but I have not checked what happens when there is lack of funds.
But this automatic requirement of 300 fixes to the normal needs when changing civic.
We should award/designate entrepeneuring cities that produce and export lots of goods. In medieval times the king granted a city to be a Market city. Or maybe we could recognize that they are convenient cities to get what people need and therefore attractive cities to live.
Manual trade route is a mess. Routes could be at least ordered alphabetically or something.
The fact of Peaceful wild animals preventing field work is a bit of a pain. I don’t also quite like too much citizen automatization.
When we have built city stalls or market, when we hoover the mouse over it, we can know the city market prices but we don’t have information about demand.
I have the feeling that Pages promote rather fast.
Buildings waiting for stuff to be completed is not shown on the city screen.
Clicking on my stack of 325 Elders takes about 35 seconds to be ordered on my Double Core/ 4 sub processes computer at 1,9 Hz and 4GB RAM.
The Pope keeps trying to move their troops into my lands and it is overruled by the game because I have no trade relations with him and the troops remain back on their previous plot.
I would like that savegame. It sounds like the best setup for profiling that I have ever seen. If anything can be done to speed up this part of the code, this savegame holds the key to analyzing and testing results.Clicking on my stack of 325 Elders takes about 35 seconds to be ordered on my Double Core/ 4 sub processes computer at 1,9 Hz and 4GB RAM.
Sounds like lv1 requires a specific combat type while lv2 requires lv1 only. However a quick look in the xml file doesn't reveal any issues like thatAlso, when a Skirmisher is given Skirmisher II promotion, when he is back a Peasant, he loses the Skirmisher I promotion but retains the Skirmisher II one. Thus, when this unit gains some experience to promote, he can be offered either Skirmisher I or Skirmisher III.
Graduates could be auto reassigned their previous profession, but this could lead to issues where you want your graduate to do something else and forget he has graduated because he isn't in the unity selection cycle. Perhaps a new command for graduates that you can set them to work previous profession, that would be convenient. Any ideas on this?
So, the map had no silk road? Well, technically it is not the "poles" it simply represents the edge of the map, the end of the "playing field" so to speak. Like in soccer you have a playing field, but the world continues on outside the playing field. So, if a player wants a soda and leaves the playing field, you would have to simulate that event.![]()
Hmm, this shouldn't be happening as Deer and Boar shouldn't be interrupting production. Are you sure it was peaceful animals?
Have you used the Auto Traders yet and their interface?
Thanks much for the excellent report!
How did you come by 325 elders?
I would like that savegame. It sounds like the best setup for profiling that I have ever seen. If anything can be done to speed up this part of the code, this savegame holds the key to analyzing and testing results.
Having that many units on a single plot sounds like a poor defense plan, but that's another story. If it is optimized to run well at 325, then it should speed up 20 as well![]()