1. We have added the ability to collapse/expand forum categories and widgets on forum home.
    Dismiss Notice
  2. All Civ avatars are brought back and available for selection in the Avatar Gallery! There are 945 avatars total.
    Dismiss Notice
  3. To make the site more secure, we have installed SSL certificates and enabled HTTPS for both the main site and forums.
    Dismiss Notice
  4. Civ6 is released! Order now! (Amazon US | Amazon UK | Amazon CA | Amazon DE | Amazon FR)
    Dismiss Notice
  5. Dismiss Notice
  6. Forum account upgrades are available for ad-free browsing.
    Dismiss Notice

The Ocean Isn't

Discussion in 'Rhye's and Fall of the Greek World' started by Arkaeyn, Oct 22, 2009.

  1. Arkaeyn

    Arkaeyn Chieftain

    Joined:
    Jan 12, 2005
    Messages:
    936
    Location:
    nomad, USA
    Got a slight problem with the next version, which I'll release as soon as this is fixed. Noble Cavalry and Barbarian War Elephants are able to walk on water. That probably shouldn't happen.

    I suspect the elephants are spawning on the water, there's a lot more of them than the cavalry, but the cavalry are all attached to a civ and near a city. Some screenshots are attached.

    I don't see anything in the UnitsInfo on either unit to indicate that they can walk on water. Here's the Noble Cavalry XML:

    Spoiler :
    <UnitInfo>
    <Class>UNITCLASS_NOBLE_CAVALRY</Class>
    <Type>UNIT_NOBLE_CAVALRY</Type>
    <UniqueNames/>
    <Special>NONE</Special>
    <Capture>NONE</Capture>
    <Combat>UNITCOMBAT_MOUNTED</Combat>
    <Domain>DOMAIN_LAND</Domain>
    <DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
    <Invisible>NONE</Invisible>
    <SeeInvisible>NONE</SeeInvisible>
    <Description>TXT_KEY_UNIT_NOBLE_CAVALRY</Description>
    <Civilopedia>TXT_KEY_UNIT_HORSE_ARCHER_PEDIA</Civilopedia>
    <Strategy>TXT_KEY_UNIT_HORSE_ARCHER_STRATEGY</Strategy>
    <Advisor>ADVISOR_MILITARY</Advisor>
    <bAnimal>0</bAnimal>
    <bFood>0</bFood>
    <bNoBadGoodies>0</bNoBadGoodies>
    <bOnlyDefensive>0</bOnlyDefensive>
    <bNoCapture>0</bNoCapture>
    <bQuickCombat>0</bQuickCombat>
    <bRivalTerritory>0</bRivalTerritory>
    <bMilitaryHappiness>1</bMilitaryHappiness>
    <bMilitarySupport>1</bMilitarySupport>
    <bMilitaryProduction>1</bMilitaryProduction>
    <bPillage>1</bPillage>
    <bSpy>0</bSpy>
    <bSabotage>0</bSabotage>
    <bDestroy>0</bDestroy>
    <bStealPlans>0</bStealPlans>
    <bInvestigate>0</bInvestigate>
    <bCounterSpy>0</bCounterSpy>
    <bFound>0</bFound>
    <bGoldenAge>0</bGoldenAge>
    <bInvisible>0</bInvisible>
    <bFirstStrikeImmune>1</bFirstStrikeImmune>
    <bNoDefensiveBonus>1</bNoDefensiveBonus>
    <bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
    <bCanMoveImpassable>0</bCanMoveImpassable>
    <bCanMoveAllTerrain>0</bCanMoveAllTerrain>
    <bFlatMovementCost>0</bFlatMovementCost>
    <bIgnoreTerrainCost>0</bIgnoreTerrainCost>
    <bNukeImmune>0</bNukeImmune>
    <bPrereqBonuses>0</bPrereqBonuses>
    <bPrereqReligion>0</bPrereqReligion>
    <bMechanized>0</bMechanized>
    <bSuicide>0</bSuicide>
    <bHiddenNationality>0</bHiddenNationality>
    <bAlwaysHostile>0</bAlwaysHostile>
    <UnitClassUpgrades>
    <UnitClassUpgrade>
    <UnitClassUpgradeType>UNITCLASS_KNIGHT</UnitClassUpgradeType>
    <bUnitClassUpgrade>1</bUnitClassUpgrade>
    </UnitClassUpgrade>
    </UnitClassUpgrades>
    <UnitClassTargets/>
    <UnitCombatTargets/>
    <UnitClassDefenders/>
    <UnitCombatDefenders/>
    <FlankingStrikes>
    <FlankingStrike>
    <FlankingStrikeUnitClass>UNITCLASS_CATAPULT</FlankingStrikeUnitClass>
    <iFlankingStrength>100</iFlankingStrength>
    </FlankingStrike>
    <!--Rhye RFGW -->








    <!--<FlankingStrike>
    <FlankingStrikeUnitClass>UNITCLASS_TREBUCHET</FlankingStrikeUnitClass>
    <iFlankingStrength>100</iFlankingStrength>
    </FlankingStrike>-->








    </FlankingStrikes>
    <UnitAIs>
    <UnitAI>
    <UnitAIType>UNITAI_ATTACK</UnitAIType>
    <bUnitAI>1</bUnitAI>
    </UnitAI>
    <UnitAI>
    <UnitAIType>UNITAI_PILLAGE</UnitAIType>
    <bUnitAI>1</bUnitAI>
    </UnitAI>
    </UnitAIs>
    <NotUnitAIs/>
    <Builds/>
    <ReligionSpreads/>
    <CorporationSpreads/>
    <GreatPeoples/>
    <Buildings/>
    <ForceBuildings/>
    <HolyCity>NONE</HolyCity>
    <ReligionType>NONE</ReligionType>
    <StateReligion>NONE</StateReligion>
    <PrereqReligion>NONE</PrereqReligion>
    <PrereqCorporation>NONE</PrereqCorporation>
    <PrereqBuilding>NONE</PrereqBuilding>
    <PrereqTech>TECH_ARISTOCRACY</PrereqTech>
    <TechTypes>
    <PrereqTech>NONE</PrereqTech>
    <PrereqTech>NONE</PrereqTech>
    <PrereqTech>NONE</PrereqTech>
    </TechTypes>
    <BonusType>BONUS_HORSE</BonusType>
    <PrereqBonuses/>
    <ProductionTraits/>
    <Flavors/>
    <iAIWeight>0</iAIWeight>
    <iCost>70</iCost>
    <iHurryCostModifier>0</iHurryCostModifier>
    <iAdvancedStartCost>100</iAdvancedStartCost>
    <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
    <iMinAreaSize>-1</iMinAreaSize>
    <iMoves>3</iMoves>
    <bNoRevealMap>0</bNoRevealMap>
    <iAirRange>0</iAirRange>
    <iAirUnitCap>0</iAirUnitCap>
    <iDropRange>0</iDropRange>
    <iNukeRange>-1</iNukeRange>
    <iWorkRate>0</iWorkRate>
    <iBaseDiscover>0</iBaseDiscover>
    <iDiscoverMultiplier>0</iDiscoverMultiplier>
    <iBaseHurry>0</iBaseHurry>
    <iHurryMultiplier>0</iHurryMultiplier>
    <iBaseTrade>0</iBaseTrade>
    <iTradeMultiplier>0</iTradeMultiplier>
    <iGreatWorkCulture>0</iGreatWorkCulture>
    <iEspionagePoints>0</iEspionagePoints>
    <!-- Rhye RFGW-->








    <TerrainImpassables>
    <TerrainImpassable>
    <TerrainType>TERRAIN_TUNDRA</TerrainType>
    <bTerrainImpassable>1</bTerrainImpassable>
    </TerrainImpassable>
    </TerrainImpassables>
    <!-- Rhye -->








    <FeatureImpassables>
    <FeatureImpassable>
    <FeatureType>FEATURE_JUNGLE</FeatureType>
    <bFeatureImpassable>1</bFeatureImpassable>
    </FeatureImpassable>
    <FeatureImpassable>
    <FeatureType>FEATURE_MUD</FeatureType>
    <bFeatureImpassable>1</bFeatureImpassable>
    </FeatureImpassable>
    </FeatureImpassables>
    <TerrainPassableTechs/>
    <FeaturePassableTechs/>
    <iCombat>11</iCombat> <!-- Rhye RFGW -->








    <iCombatLimit>100</iCombatLimit>
    <iAirCombat>0</iAirCombat>
    <iAirCombatLimit>0</iAirCombatLimit>
    <iXPValueAttack>4</iXPValueAttack>
    <iXPValueDefense>2</iXPValueDefense>
    <iFirstStrikes>0</iFirstStrikes>
    <iChanceFirstStrikes>0</iChanceFirstStrikes>
    <iInterceptionProbability>0</iInterceptionProbability>
    <iEvasionProbability>0</iEvasionProbability>
    <iWithdrawalProb>10</iWithdrawalProb>
    <iCollateralDamage>0</iCollateralDamage>
    <iCollateralDamageLimit>100</iCollateralDamageLimit>
    <iCollateralDamageMaxUnits>6</iCollateralDamageMaxUnits>
    <iCityAttack>0</iCityAttack>
    <iCityDefense>0</iCityDefense>
    <iAnimalCombat>0</iAnimalCombat>
    <iHillsAttack>0</iHillsAttack>
    <iHillsDefense>0</iHillsDefense>
    <TerrainNatives/>
    <FeatureNatives/>
    <TerrainAttacks/>
    <TerrainDefenses/>
    <FeatureAttacks/>
    <FeatureDefenses/>
    <UnitClassAttackMods>
    <UnitClassAttackMod>
    <UnitClassType>UNITCLASS_CATAPULT</UnitClassType>
    <iUnitClassMod>50</iUnitClassMod>
    </UnitClassAttackMod>
    </UnitClassAttackMods>
    <UnitClassDefenseMods/>
    <UnitCombatMods/>
    <UnitCombatCollateralImmunes/>
    <DomainMods/>
    <BonusProductionModifiers/>
    <iBombRate>0</iBombRate>
    <iBombardRate>0</iBombardRate>
    <SpecialCargo>NONE</SpecialCargo>
    <DomainCargo>NONE</DomainCargo>
    <iCargo>0</iCargo>
    <iConscription>0</iConscription>
    <iCultureGarrison>5</iCultureGarrison>
    <iExtraCost>0</iExtraCost>
    <iAsset>2</iAsset>
    <iPower>11</iPower>
    <UnitMeshGroups>
    <iGroupSize>3</iGroupSize>
    <fMaxSpeed>1.75</fMaxSpeed>
    <fPadTime>1</fPadTime>
    <iMeleeWaveSize>3</iMeleeWaveSize>
    <iRangedWaveSize>3</iRangedWaveSize>
    <UnitMeshGroup>
    <iRequired>3</iRequired>
    <EarlyArtDefineTag>ART_DEF_UNIT_BYZANTINE_CATAPHRACT</EarlyArtDefineTag>
    </UnitMeshGroup>
    </UnitMeshGroups>
    <FormationType>FORMATION_TYPE_DEFAULT</FormationType>
    <HotKey/>
    <bAltDown>0</bAltDown>
    <bShiftDown>0</bShiftDown>
    <bCtrlDown>0</bCtrlDown>
    <iHotKeyPriority>0</iHotKeyPriority>
    <FreePromotions/>
    <LeaderPromotion>NONE</LeaderPromotion>
    <iLeaderExperience>0</iLeaderExperience>
    </UnitInfo>


    My best guess is that there's something in the Python which was pointing to different unit to allow it onto water, which the cavalry and elephants have replaced with the other unit additions.
     

    Attached Files:

  2. Rathaus

    Rathaus Chieftain

    Joined:
    Oct 14, 2009
    Messages:
    33
    The file Consts.py refers to all the unit variables and their indices from XML. Look through there to see if the new units added in haven't replaced the old units. It should be under:

    Code:
    # initialise unit variables to unit indices from XML
     
  3. Arkaeyn

    Arkaeyn Chieftain

    Joined:
    Jan 12, 2005
    Messages:
    936
    Location:
    nomad, USA
    all right. I'm moving all the new units to the bottom of the XML file. Hopefully that'll work. P.S. - IM me, AIM should be working now
     
  4. Cethegus

    Cethegus Chieftain

    Joined:
    Feb 28, 2008
    Messages:
    922
    Location:
    Finland
    They want to be renamed Holy Cavalry, obviously. :crazyeye:
     

Share This Page