charlesb96
King
Do not put a limit on dogs. I use one in every city to guard against invisible units, and sometimes one to guard each worker. That means I am using 40 or more by mid Classical age.
Do not put a limit on dogs. I use one in every city to guard against invisible units, and sometimes one to guard each worker. That means I am using 40 or more by mid Classical age.
Also, the new tech Oratory, needs some buildings / something going in it, it has nothing there???
The Istar Gate wonder does not seem to be working right. I have built it, it put me in contact with all the current civs, but when new ones pop up, I am not in contact with them, I still get other civs trying to sell me contact with the new civ.
When I try to build Savanna Cavalry, I get an immediate CTD. If they are in the queue, then it is CTD when they get to the top of the list or will be built that turn.
See my post at the end of the previous page. I have PM'd ls612 to let him know about this.
The crash with the Nautilus unit reported elsewhere is likely the same thing BTW.
Give me a chance, RL has got in the way last week. It will have diplomatic units for talking to barbarian cities and goody villages (which replace goody huts when they are explored). It may also include missionary units to the same. Probably will have a school of rhetoric as well. Which will lead to the Great States Person unit.
I am currently converting the "Barbarian Envoy" mod to the Outcome system in C2C as a start. the unit is working but the mission is not yet. I am waiting on a change to the outcome system.
That is how it is designed to work. I could look into changing it.
I feel that until we get those units working we should remove them from the game. I had to do the same thing for the Ibex Chariot which causes a CTD whenever it gets on a boat.![]()
I've managed to pin this down, but a solution will need ls612 to work on it.
Basically any time you get a 'savannah cavalry' at the top of a build queue the game crashes. In your save game, Carthage has a bunch of these units queued up behind another unit. When the turn executes the top unit is built, leaving a savannah cavalry on the top of the build queue and the game crashes (outside of our DLL, which means it's almost certainly a graphics issue).
You can reproduce this by just opening the city screen for Carthage and cancelling the top unit from the build queue (leaving the savannah cavalry on top) - the game immediately crashes.
I have verified that adding these units in worldbuilder is fine, and they behave fine once created, so it's just the graphic that appears in the city screen next to the build queue for the top build that needs fixing.
Until ls612 is able to fix this, your workaround is to refrain from building these units[I have verified that the turn completes fine if I switch Carthage to somethign else]
My solution would be to reduce the strength of said dogs.So nothing can be done against AI stacks with like 15-25 dogs...?
I found an issue with the new pathing system:
If you hold right mouse to see what path my slinger from Cuszco would take to the tiles I marked with '22 turns' and '25 turns', you see that the tiles are next to each other. So the pathing via southern route to the tile with marked '25 turns' should not occur, instead the pathing should be done via the northern route and show '23 turns'.
The crash with the Nautilus unit reported elsewhere is likely the same thing BTW.
OK, i just thought Hydro might want to put something in there is all.
My solution would be to reduce the strength of said dogs.
Trained dogs from 3 to 2,
war dogs from 5 to 3,
guard dogs from 17 to 5,
i think you get the picture.