Barbarians seem to exhibit that issue, and it may be because the defensive code looks at the civilization as a whole when determining the local garrison it needs to keep close, which is not really a valid concept for barbs, so perhaps it is implicated - I'll take a look and se if I can figure out what is happening in your save
Worker logic hasn't really changed for a number of releases, so no sure what's happening there - again I'll look at your save
Is there anything I need to enable in the assets for that save to work (in regard to the lotr civ etc.)?
Edit - nvm - the save game attached to the post I replied to does not correspond to the images in that post, so no example to look at. If anyone has a game where the barbs are amassing very large stacks and just keeping them at home please post the example, and next time I have some time I'll look at it...
We're not talking about any kind of 'Great Commander' issue in that right? I have it in mind to reduce the xp they can receive - making sure they always get the ability to decimalize their xp awards and totals so that they can be given less than 1 per battle would help a lot...
So if we're talking more about simply how many xp are being earned by hunters and such since we have so many animals spawning out there, the only real way we should address that would be to adjust the global threshold values for GG emergence. Not sure where those are but any XML modder could find it in the globals and adjust it I think. If its not there then its in the dll and needs to be adjusted there but most modders leading up to where we are have been clever enough to work in some kind of global value that can be tweaked on things like that. I'm not entirely sure what the actual calculation is but it does exponentially require more and more with each GG earned so it could probably help C2C overall to adjust the base value on that... even in the later game they come pretty quickly.
pWinner.changeExperience(1,999,True,False,True)
I just noticed that in my game with Rev 4651 the turn of 'Winter 572AD' is followed by the turn of 'Fall 572AD'. Isn't winter to be considered the last season of the year? Gamespeed is Eternity and this game was started in June last year.
Winter is only the end of the year in the northern hemisphere. I am more worried that winter is followed by "fall".
First it is all units when there is a limit on how many experance points they can get from barbarian and animal combat. GlobalDefines.XML variables BARBARIAN_MAX_XP_VALUE and ANIMAL_MAX_XP_VALUE define the maximum that a unit can get from combat unless the game option unlimited XP is on GAMEOPTION_INFINITE_XP.
Second there are two promotions, PROMOTION_BARBARIAN_HUNTER and PROMOTION_ANIMAL_HUNTER, that allow you get XP for your unit past the limit but they should not be giving GG points also. these promotions are not in the game if the infinite XP game option is on.
Currently the python checks on combat result if the looser was (barbarian not animal) and the unit has more XP than the limit and does have the promotion then it changes the XP for the unit. Similarly for animals.
Now the question is - is the code passing the correct variables to the dll? As usual there is no doco so it may be saying add GG points when it shouldn't. the call isare any of those true/false values ones that tell the dll to give GG xp?Code:pWinner.changeExperience(1,999,True,False,True)
Looks like we are only giving 1XP but should be giving based on the XP of the unit that lost.
It is not checking for the "Barbarian Generals" option on either; which it should.
pWinner.changeExperience(1,999,True,False,False)
Winter is only the end of the year in the northern hemisphere. I am more worried that winter is followed by "fall".
And why should it be checking for barbarian generals? The Barbarian Generals option is not about whether you get GG pts for dispatching barbs, but rather about whether barbs can participate in getting Great Generals isn't it? If this option is off, the code does seem to not award GG pts to the barbarian civ.
Winter is what we're in during January in the Northern Hemisphere so its both the beginning AND the end of the year... doesn't sound too concerning unless there's more going on there.
Yeah, there's some spots where there's issues as to whether units should be or should not be getting xp from fighting a barb under that option. However, along the same lines of thought, the two effects, 'enable Barbs to have GGs' AND 'enable GG pts to accumulate from fighting barbarians' should really be two different options don't you think?
2. The wonder "Elis Island" doesn't seem to work - native culture (european) is still a building option after having built this wonder.
Version 27.
It's supposed to give Culture (European) -- the one you get AFTER you build a Native Culture (European) -- in all cities. I wanted it to give all of Culture (African), Culture (American), Culture (Asian), Culture (European), Culture (Middle Eastern), and Culture (Oceanian), but the XML can't give more than one free building per building.
It's supposed to give Culture (European) -- the one you get AFTER you build a Native Culture (European) -- in all cities. I wanted it to give all of Culture (African), Culture (American), Culture (Asian), Culture (European), Culture (Middle Eastern), and Culture (Oceanian), but the XML can't give more than one free building per building.
pWinner.changeExperience(1,-1,True,False, (Opponent is Not Barbarian OR GC.getGameINLINE().isOption(GAMEOPTION_BARBARIAN_GENERALS)))
Unless I get all of DH's folders uploaded into my mod I won't have much of an answer for this one as it won't load without them and the minidump kinda indicated that it may not have been a problem IN the dll itself but perhaps python or something in the exe file (which is often a graphics reference...)CTD, i believe it has something to do with a quantrie effect?? Meaning the AI has to decide whether to take over the city (which it HASN'T in the last 12 turns, it did NOT even attempt to take over the city) WHY??). Or decide to attack the units beside it??
If not then its something all together different.
SVN 4638, NO viewports enabled ALL of DH's folders in the MLF area. btw this is a repeatable CTD.
I only caught it for a second but at the top it said there was some error that said something like "barbarian event error". Then I had a CTD. Here is the mini dump.
My version was SVN v4643.
It isn't a problem, the turns at that point are 8 months, and the code shows that the seasons indeed DO progress forward as opposed to backward. So there is no bug there.
This one was actually quite helpful. Indicated that the reference call I was using to display the leader's name in the message text when a leader selects a trait was a setup for trouble. How it works sometimes and not other times I don't know... but I was able to easily change to an alternative method that I have every reason to believe should get past this crash scenario every time. AKA: Thanks for the report. This one's fixed!