Here is minidump from a random CTD without warning.
What version. It doesn't match the DLL currently in the SVN.
Here is minidump from a random CTD without warning.
Yes, it's deliberate. It results in more optimal AI road layouts. I can probably turn it off for human player pathing if it bothers people that their own units do it...? (note - it should NOT result in longer opaths in terms of number of turns to execute, jut in more un-natural looking ones, so it's a cosmetic issue)
For me, if its just cosmetic, forget it, IMHO that is. But in this situation units (subdued and workers) are still walking into the barbarians pathway??
If they are doing THAT then it's a bug, but you never responded to my questions several days ago about the save game you posted to show this. I couldn't see it happening anywhere, but it was a large map and you didn't say which units it was happening to so I might have missed it. I still haven't seen a save game that illustrates the reported problem (at least not that I can see when I have run the ones provided so far)
Actually i posted three games, but have since deleted them, that was a week ago already, and i need space because of all the attachments i have, sorry.
Well, if you see it again I still need to pin it down. I have at least one of your save games, but I just couldn't see it happening anywhere. Plaese be sure to include notes in the post saying which unit it happens to and when (I assume on end-turn generally...?)
To get my workers to build in straight lines I now build along diagonals.In the early game when you only have gatherers and no idea where resources may appear I build paths everywhere. Before I could tell where they would build and straight line up my borders, now to be sure I cover every square I have to select each plot or as I said do it all via diagonals rather than horizontal/vertical.
To get my workers to build in straight lines I now build along diagonals.In the early game when you only have gatherers and no idea where resources may appear I build paths everywhere. Before I could tell where they would build and straight line up my borders, now to be sure I cover every square I have to select each plot or as I said do it all via diagonals rather than horizontal/vertical.
the roads-everywhere syndrome (which is HIGHLY unrealistic, at least for later route types), is something I want to talk about, but I'll post abotu that another time.
I can change it for humans fairly easily if that's what folks want.
Having said that though, the roads-everywhere syndrome (which is HIGHLY unrealistic, at least for later route types), is something I want to talk about, but I'll post abotu that another time.
Don't use it in late game, just at the start when you don't know where your next resource is coming from. Besides, roads everywhere is realistic given the size of the plots. Especially in the work radius of the cities.
Yeh, I downloaded your save game, and it's in the queue of things to look at, but it'll be a few days before I reach it I think.
Also: 'The zig zag thing' ?? Can you clarify?
If you get a message about combat error then there should be more detail in the PythonErr.log (not PythonErr2.log). If you have logging on. Posting that log will help find that particular problem much faster.
As far as I remember moving missiles into subs requires them to be in the same city or fort. This is normal BtS behaviour,
Ok i think this must be the pyth error log. That goes with my save file previous. Hopefully I got the right one. I dont see any mention of the combat event handler error I got before all this started but here is the log that comes up on the ctd. Seems to originate from something in the warlords assets and its xml? At least thats what this log seems to talk about, Im sure you guys know what it means.
; Enable the logging system
LoggingEnabled = 1
In case of doubt, make it an option.I can change it for humans fairly easily if that's what folks want.
No, it is the PythonErr.log not PythonErr2.log that has the information needed.
In your CivilizationIV.ini file, in My Games/Beyond the Sword folder change the logging line to
Code:; Enable the logging system LoggingEnabled = 1
What version. It doesn't match the DLL currently in the SVN.
Unneeded building can be destroyed? (i mean with out world builder)