v131.12 Scout Opportunity

wobuffet

Barbarian
Joined
Jun 27, 2011
Messages
1,248
1) Scout Opportunity appears
2) I select the "upgrade to Archer with Ignore Terrain Penalty" option
3) There are now two units on the same tile now: an Archer with no terrain upgrade (no moves) and the Scout (with moves).
4) I move the Scout
5) Next turn (and beyond), both units stick around.

Basically, the newly created Archer didn't have the silver promotion, and the Scout never disappeared as it should have.

This was with Spain's starting Scout, if it makes a difference. I started with a Trireme, Scout, and Settler (no Warrior): I assume this is intended.

[If it matters, I had to manually install the beta by making it a 7z and unzipping in the MODS folder; the ingame mod installer didn't like the mod package.]
 
Exactly the same thing happened to me, also with Spain (not sure if it happened to my starting scout though). Also unzipped manually.
 
Happened with the Warrior Opportunity as well when I was playing India. Chose upgrade to Spearmen & a new unit spawned on top of the warriors, not consuming the warrior unit.
 
In my current game with v131.12 and 8 players I seem to get notifications of opportunities to players (some unmet) more ot less every turn - some times more than one per turn. Many are related to the scout opportunity.

I haven't made any studies into this but maybe it's an effect of the original units not being removed from the map in which case the players get more and more units thereby increasing the number of opportunities..?

I, on the other hand, have yet to experience a single opportunity happen to me.

\Skodkim
 
In my current game with v131.12 and 8 players I seem to get notifications of opportunities to players (some unmet) more ot less every turn - some times more than one per turn. Many are related to the scout opportunity.

I haven't made any studies into this but maybe it's an effect of the original units not being removed from the map in which case the players get more and more units thereby increasing the number of opportunities..?

I, on the other hand, have yet to experience a single opportunity happen to me.

\Skodkim

Now that you mention it, after two unit opportunities really early in the game, I'm seeing the same thing you are here - I haven't had one myself and I see notifications every few turns.
 
I also had the Scout opportunity and I selected to receive the Archer with Ignore Terrain Promo. I got a new Archer with no Promos and retained the original Scout.
 
Hi Thal

Any chance for a quick fix here? This bug seems almost game breaking.

\Skodkim

Edit: Sorry, let me rephrase that since it was a little dramastic: This bug seems almost game breaking If the AI continuously gets new units from having scouts that are "upgraded" but doesn't disappear.
 
Sorry about the delay. On Tuesday I ran into a problem where I cannot access the game, and might not be able to for some time. I've put out a patch which should hopefully fix this one particular issue, but I cannot test it.
 
Thanks Thal - quick as always. Hope you'll be up and running soon again.

I just did a quick test and the issue seems to have been fixed - when my scout upgraded to an archer the scout disappeared and the archer had the "ignore terrain cost promotion".

Would however like someone else to confirm this.

Furthermore it seems that the serial events have died, which could support my theory that is was due to the original units still being there - thereby triggering the effects over and over again. If so, wasn't there supposed to be a check to see if an opportunity had previously been triggered? If so something seems to be going wrong.

The frequency of the scout opportunity (and I guess the other unit related opportunities as well) seems t be way too high. It seems to happen in the first few rounds for all players.

But again, it seems you solved the "emergency" issue Thal and you've really got a good thing going here with these events. I can already feel how they will make the game so much more fun to play.

\Skodkim
 
Hi Thal

Unfortunately I think I found another far more critical bug now: After upgrading to v131.14 I'm not able to load my game any more after the Scout opportunity has occured. Just did a test like this:

In turn 20 I build a scout and moved it outside mu cultural borders. I then saved the game as "save20"

In turn 21 I had the Scout opportunity and selected unit upgrade to archer. I then saved the game as "save21"

After this I tried to load "save21" with a CTD as the result several times while I was able to load "save20".

I run other mods and haven't had time to test it with VEM alone yet as its getting late and my CiV time is unfortunately over for now. :sad:

\Skodkim
 
Just did a quick test with only 131.14 enabled and now I get no CTDs. Im goring to try and track this down. Maybe it was due to upgrading mid-game, maybe incompatibility with other mods..?

\Skodkim
 
I'be been spending the entire day trying to nail this down and have failed to find anything derterministic about the crashes.

I can start a game using v131.14 alone and can load the game after selecting the upgrade scout opportunity.

I can start the game using v131.14 and other mods but get CTDs after selecting the upgrade scout opportunity. at one point i thought is was the empires Enhanced VEM modmod that causd this but when I disabled all but this and v131.14 it worked...

I then disabled the upgrade scout opportunity (set cost of 99999 gold) and everything worked fine. I tried loading the game several times while I played and it worked fine untill turn 104 when - bang I got a ctd when trying to load the game (directx11 error when selecting load game).

Really frustrating and hard to figure out!!

Would love for other people to give feedback on v131.14.

\skodkim
 
This is probably due to the fact I was unable to re-build the project with the appropriate changes. Since I can't access the game I had to download the old version, modify a line of code, then re-zip the mod. That's caused problems in the past... but I don't see any other way of dealing with it. :undecide:
 
This is probably due to the fact I was unable to re-build the project with the appropriate changes. Since I can't access the game I had to download the old version, modify a line of code, then re-zip the mod. That's caused problems in the past... but I don't see any other way of dealing with it. :undecide:

OK. I'll leave it as it is right now then. And you suspect it'll be sonme days before you're up and running again?

By the way you have two "FLAVOR_TILE_DEVELOPMENT" in VETR-Triggers.xml that should propably be "FLAVOR_TILE_IMPROVEMENT".

\Skodkim
 
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