@raxo2222 Probably caused by your recent replacement, obsoletion and requirement changes in xml.SVN 11352: As soon as you build Modern Stable (and replacing Knight's Stable in the process) you can build the original Stable again.
I asked you if such thing can happen.... I guess you misunderstood my question.@raxo2222 Probably caused by your recent replacement, obsoletion and requirement changes in xml.
There's a definite current problem with obsoleted and/or replaced buildings coming up in the build queue. Whispererrr just showed me the issue but I haven't looked deeply at it.@raxo2222 Probably caused by your recent replacement, obsoletion and requirement changes in xml.
Can't remember you asking about that, so I must have misunderstood.I asked you if such thing can happen.... I guess you misunderstood my question.
So original one should be replaced by Modern table
Well not all buildings, that meant to replace base building, were listed as replacement even before my change.Can't remember you asking about that, so I must have misunderstood.
Buildings needs to explicitly state all buildings that should replace it as "buildings that replace it".
Yeah, e.g. If stable obsolete before modern stable is unlocked, then stable doesn't really need to list modern stable as a building that replace it.Well not all buildings, that meant to replace base building, were listed as replacement even before my change.
I guess delaying obsoletions broke some implicit assumptions.
This should be fixed as I revised replacements - all replacements are explicitly listed now.Not sure if this is related to the discussion, but I think it might be so...
Thru the past several years there has been 1 building that is constantly coming up as a build even when the city already has one. And that is the Charcoal Burner bldg. Thru the course of the 1st 5 Eras I can have multiple builds of the Charcoal Burner bldg in all my cities in my empire. I may have an empire with 15 cities and have 40+ charcoal burner bldgs empire wide.
Deleted this one on github now[12004.935] WRN: Audio System: Could not setup 3D sample with handleId 3
[12004.935] ERR: FSound3D::InitHandle(): SoundId 1757 could not initialize handle for variation 0
[12004.935] ERR: FSound3D:: DoLoad: Could not initialize handle for sound Sounds/Units/Elephant.
[12004.935] WRN: FAudioManager:: Do3DSound(): Could not load scriptId 824./n
for subdued asian elephant (but maybe that's apparent from the log?)
edit: added spaces so it doesn't look like smileys in the log
edit2: [12018.907] ERR: FAudioSystemMiles::Set3DSoundPosition: Illegal index -1 of type 1
in case that one is relevant too (i just spam clicked the elephant a couple of times)
Deleted this one nowsubdued gorilla is the same thing:
[1793.995] WRN: Audio System: Could not setup 3D sample with handleId 9
[1793.995] ERR: FSound3D::InitHandle(): SoundId 1758 could not initialize handle for variation 0
[1793.995] ERR: FSound3D:: DoLoad: Could not initialize handle for sound Sounds/Units/Gorilla.
[1793.995] WRN: FAudioManager:: Do3DSound(): Could not load scriptId 824./n
I think its self heal for people on ship and selfrepair for boat itselfI don't know if it's intentional or not (but I'm guessing it isn't, which is why I'm reporting it as a bug) but naval units (at least early ones) can get both the self heal and self repair promotions, I'm guessing that they should only be able to get the self repair, otherwise that promotion seems redundant.