Rev 3887:
More XML loading errors in various places for healthcare and related buildings. Probably whenever the old HC_Civ4Unitschema was referenced.
if (bombardRate() <= 0)
{return;}
if (getDCMBombRange() <= 0)
{return;}
I've been playing with the BUG/DCM option for "Opportunity Fire" (DCM_OPP_FIRE) turned on -- this is the option that allows sentried siege units to fire off a ranged bombardment attack at the end of the turn at nearby enemy units. This is basically a convenience option, since AFAIK the attack is only fired when a siege unit has moves left, and occurs immediately after the end of your turn -- ie, in cases when you could have done it manually yourself. It just saves you the trouble of finding those units, waking them, bombarding, and putting them back to sleep the next turn.
But I've noticed that some early siege units have been getting opportunity fire on my units. Last turn, both a Log Ram and a Huron Manlet in a city gained opportunity fire on my nearby Galley, seemingly taking it down quite a bit in strength. They've also been getting it against another AI's archer who was camped on an adjoining hill.
Now, I feel safe in assuming that rams shouldn't be able to range-bombard archers, let alone ships. And indeed they can't normally bombard them -- the button doesn't appear for siege units until after the catapult line. But it looks like the checks are not done properly in the routine to do the opportunity fire, CvUnit::doOpportunityFire(). Glancing at it, it appears that the only relevant check done is
.Code:if (bombardRate() <= 0) {return;}
But since we have units like rams with anti-city defense bombard but no anti-unit bombard, we should probably also include something like
.Code:if (getDCMBombRange() <= 0) {return;}
@All
Am I the only one getting these on the latest SVN? And after these more similar errors for all of the Globaldefine files.
Bridges are still showing up as floating in water with Viewports enabled (see attached screenshot). I think whatever problem was going on with secondary features is still going on here.
Bridges are no features. But it might be a somewhat similar issue.Bridges are still showing up as floating in water with Viewports enabled (see attached screenshot). I think whatever problem was going on with secondary features is still going on here.
Will look into thisSVN 3870: One of the AI Cities is left WIDE open no unit sat all , not even close??
That's normal isn't it? The mountaineering promotions all go obsolete at mountaineering (any units can cross mountains then), so it's necessarily an early-game promotion. Not sure when it is first enabled off hand.Also (2nd pic) units are still getting the Mountaineering promotion and i am only in the Ancient Era??
These graphic errors are a result of being on the lowest graphics settings. I THINK that if you just turn on unit animations you can keep pretty much the lowest settings otherwise while repairing these problems. Its an issue with the reskinning method that's fairly unavoidable on our modding end.
DH:
IS seagrass not to be visible? or what is it for??(pic4)
Sea Grass should be visible. Just like Kelp should be visible. Both are "just" forests in the sea where they grow depends on climate. Different animals spawn in them and you can (will be) able to build different improvements on them.
@Koskling & AI modders - work boats are not building beacons or lighthouses and sometimes (I forgot to save) a number of them are going o a resource and just sitting there not building the improvement. Build another and put it on auto and it will sail out there and sit also?
- I don't suppose you have an autosave from when the city was founded do you? Presumably it had one with it when it was founded, so it must have left at some point...
Nope sorry, i only keep 5 turns worth . . .
Edit 2 - failing that the earliest autosave after the city was founded that you have... The AI logs show a bunch of units heading from that city to defend it (a spearman, a maceman, an ambusher), and also that it originally had some trained dogs garrisoned in it. A few turns ago they left, but the logs don't say what to do/why.
Interesting
That's normal isn't it? The mountaineering promotions all go obsolete at mountaineering (any units can cross mountains then), so it's necessarily an early-game promotion. Not sure when it is first enabled off hand.
Sea Grass should be visible. Just like Kelp should be visible. Both are "just" forests in the sea where they grow depends on climate. Different animals spawn in them and you can (will be) able to build different improvements on them.