I have been able to reproduce it. Clicking wildly around the minimap crashed it after a bit.
So the question is: Do we have a bad model? Or are we pushing the Civ4 engine beyond what it can handle? Or some other reason?
Seem unable to build Trireme and similar tech level boats with Shipwright built on lakes.
Can't you just add a lake harbour that allows for building wooden ships, maybe later ones too?
Cheers
Reduce iMinAreaSize if you want the ship buildable in smaller water areas.The building, shipwright, lets you build ships but the game engine does not. Hopefully it is able to be fixed in the dll.
Reduce iMinAreaSize if you want the ship buildable in smaller water areas.
Yes, that is a BtS feature and is annoying when the lake where you want to invade from. Sometimes, if you build a connection to the sea you get to build ships.
A lake of size 5 is still large. A canoe should be fine even on a size 1 lake. Any unnavigable lake would probably not even appear on the map and the game engine considers any lake navigable if you get a ship into it.I will change iMinAreaSize to 5 for canoes and 10 for galley and trireme. Down from 20.
Traceback (most recent call last):
File "CvScreensInterface", line 998, in forceScreenRedraw
File "CvMainInterface", line 1441, in redraw
File "CvMainInterface", line 1947, in updatePlotListButtons
File "CvMainInterface", line 2036, in updatePlotListButtons_Common
RuntimeError: unidentifiable C++ exception
ERR: Python function forceScreenRedraw failed, module CvScreensInterface
Since yesterday stacks show some strange behavior.
Normally you tell them where to go or what they have to build and after they have reached the point or finished work they are ready for new orders.
Now these stacks stay in sentry mode after they have finished work / reached the point while i normally expect them to be active and wait for orders. A real pita if you are in transhuman era and have around fifteen stacks of workers and looks after them every turn, not to mention the several military stacks.
If possible, please restore the initial active after order mode.
thanks in advance.
This is common behavior even for vanilla BtS and iirc it is not fixable because the path shown before clicking is calculated in the exe and not in the DLL.I've noticed more lately a few odd things with pathing.
1) When setting a destination for a unit, the path it shows isn't the best. However, once I click on the destination, the path quickly changes to a better one, and is then implemented. So the right path IS being taken in the end, but it isn't showing it until AFTER the mouse click. Typically this is for longer paths in or near cultural borders.
no, i started a new game and this time it appears pretty early.Does this only occur late game? If not (i.e. - it can happen early on) could you possibly contruct a test game (use advanced start or somethign to create a humn-player-only game on small map pre-populated with a small number of units so you can make stacks to illustrate the issue) and post a save game + instructions that illustrates it. Using the 1-civ small map, without extraneous units makes it way easier to debug this sort of thing, but if that proves imposible I guess I'll take a late game save game that illustrates it.