What needs fixing for V26

In the pedia to explain the system or otherwise? There's already a tab in the city screen that can help a lot.

As the fact, i begin to understand it, even after reading pedia, building my own city advisor page (with crime) and looking this tab at the start of my 2nd game ^^'
The harder part was about the Policing promotion...
 
This is a very bad bug that I think needs fixing. Buildings are not giving the promotions they are supposed to. Eg Hunting Instruction is not giving the Hunter I promotion. See task.
 
This is a very bad bug that I think needs fixing. Buildings are not giving the promotions they are supposed to. Eg Hunting Instruction is not giving the Hunter I promotion. See task.

Hm, it worked in my game. :confused:

I'm busy as heck now with RL, and with planning what to do with T-brd's Unit overhaul and with planning the Adjacency System (more on that once AIAndy gets back), so I'd point this out to calvitix or Koshling.
 
maybe it doesnt give the promotion to old units but only to the next build

Yeah, I hate the non-retroactive-ness of free promotion buildings. The <bapplyfreepromotiononmove>1</bapplyfreepromotiononmove> tag "should" work, and technically does, but seems to cause endless CTD's when I try to edit it in to more buildings. The logs show nothing.

This is probably something that should go into Suggestions, but theoretically every building that improves units should be able to do so retroactively - real military units are constantly training and getting new equipment and reconstituting...and getting new fanatic bloodthirsty recruits fresh from the revivalist megachurch. Not simply with fun promotions like Morale and Combat1 and Ground Weather Reports, but experience. My old 2000 year old arquebusier guy should be able to train to the same combat level as my brand new musketman in the new garrison.

You don't have to say it, I know that putting yet another Fall from Heaven modmod inspired suggestion (passive training) out there would possibly get me being told to start modding properly and put it in myself, but I have no idea how it was done.
 
Yeah, I hate the non-retroactive-ness of free promotion buildings. The <bapplyfreepromotiononmove>1</bapplyfreepromotiononmove> tag "should" work, and technically does, but seems to cause endless CTD's when I try to edit it in to more buildings. The logs show nothing.

This is probably something that should go into Suggestions, but theoretically every building that improves units should be able to do so retroactively - real military units are constantly training and getting new equipment and reconstituting...and getting new fanatic bloodthirsty recruits fresh from the revivalist megachurch. Not simply with fun promotions like Morale and Combat1 and Ground Weather Reports, but experience. My old 2000 year old arquebusier guy should be able to train to the same combat level as my brand new musketman in the new garrison.

You don't have to say it, I know that putting yet another Fall from Heaven modmod inspired suggestion (passive training) out there would possibly get me being told to start modding properly and put it in myself, but I have no idea how it was done.

A C2C version of this is already in place in the Combat Mod which should be releasing in code soon and will then need some updating to the xml but its coming already. Figured you should know ;)


DH... that is really really odd. If its still that way after my combat mod gets pushed into the dll, I'll do some work to try to see what's causing that. What really wierds me out is how it works so well still for LS and I but is having trouble for you.
 
That unit had just finished being built, ie it was built after the building. I had gone into worldbuilder to give the promotion to the other units had built after the building.

Did you try another unit besides the scout? Say a Clubman or Stone Spear?

JosEPh
 
It was mainly a balance and stability development cycle, which I don't feel was necessarily a bad thing.

Personally, I hope this means that starting eras will be balanced so that starting research etc... doesn't take forever. I currently like starting from the ancient era...
 
About starting-era-balancing, I tried to start a game at the modern era (V24) but after a few turns the research-bar startet blinking and disappeared and one or two turns later the game crashed. Also, the starting date was about year 3000 or something very far in the future...
 
As I said on the SVN thread, unless something major comes up (JosEPh may have a point about the processing of the prereqs is that I'm thinking, the Debug DLL has some interesting hints there) I intend to release V26 once the rare WfOC is fixed. That will probably be Tomorrow or Friday, depending on when I have the time.
 
I've had a quick look at the profile for the end of turn from Krushyn's game. It IS the building evaluation in tech decisions as had been suspected. It definately needs to be addressed before V26, so I'll work on that as well as the WFoC.
 
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