Dancing Hoskuld
Deity
I can confirm that. It has appeared on some barren hills on my home island in my latest game.
It is currently only on hills and peaks. Should I let it occur on flat lands barren and rocky? Hydro you are our default geologist.
I can confirm that. It has appeared on some barren hills on my home island in my latest game.
) and so on. I'll try to attach screens later.It is currently only on hills and peaks. Should I let it occur on flat lands barren and rocky? Hydro you are our default geologist.
v.21
I set up graphics to lowest possible level and started to have graphic issues. Melons appears as pink marks on the map, my wanderer changes avatar to great prophet, crocodiles appear as horsemen (looks particularly funny when it is a big crocodile) and so on. I'll try to attach screens later.
It is strange because I didn't have such problems before with v21 (besides when graphics was on medium level my PC didn't like it late in the game).
When you have graphics settings on lowest then unit animations are frozen. When unit animations are frozen the graphics part of the exe uses the base model for the unit when it is not active and the actual skin when it is active. So now you know where the base animations are coming from for some of the units.
Have you looked at changing the SHOW_BUILDINGS_LEVEL in the file A_New_Dawn_GlobalDefines.xml in Assets/XML folder? I can play a lot later without going down to lowest settings when I set that value to zero.
) so maybe it is a stupid question, but is here anywhere a topic with some good hints how to minimize the requirements (graphic, RAM) without any harm to the playability?The pink melons, squash and pumpkin is a know issue. I am waiting for the originator to update them.

I can appear on rocky and barren, but only on rocky and barren that does not have any features on it (that is what <TerrainBooleans> does).According to the XML in the SVN it already can appear on rocky and barren.
When I play as deity and want to autoplay some turns (cause on eternity its sometimes just clicking ENTER for dozens of turns, especially on island start), the autoplay AI doesn't get the deity production settings but noble instead, I guess.
So if you have a building in capital showing 30 turns to finish, and autoplay for 30 turns, not only the building is finished but you can see 2 new units the AI built in the same time, too. I guess it's quite an easy fix for autoplay AI to have same difficulty than human player, is it?
Probably, but its hardly what I'd consider a 'normal' mode of operation! All bets are off on what it migth do to things like your civics for example.

Sure, but in the example I mentioned the only new civics I had were native language and oral tradition and the autoplay AI did not change any it just got production bonus (or better: not the malus the human gets for playing deity). Thx for recognizing the matter!![]()
Build 2139, i receive this message every turn:
Here's a counter-suggestion, which would remain meaningful independent of what civics/strategies you had/were undertaking.
Player option to auto-press enter on any turn where no player interaction was needed (i.e. - no build queues go emtpied so it needed to ask for something new to build [in a non-auto-governed city], no non-automated units wanted to be moved.
Advantages:
- Doesn't require chiptole, which also enabled a whole bunch of cheats, so most players don't use
- Never actually makes any decisions for you, so never gets anything wrong
I didn't look at it but as you mentioned it:Did you get any error messages in PythonErr.Log? Usually the error message is expanded in that file.
@Koshling minor pathing problem. I have units from Thebes going to a rally point in the oasis just to the west of Thebes. The one with the "Waters of Life" event tag. Instead of staying on the paved road they end their turn on the path just before entering the fort. You can see the path they will take by moving the archer in Thebes to the fort.
I didn't look at it but as you mentioned it:
Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "RevEvents", line 121, in onEndGameTurn
ZeroDivisionError: integer division or modulo by zero
