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EitB PBEM XXXVII Setup and Tech Thread

(July 8th, 2014, 13:56)Aurorarcher Wrote: Just played my turn. I noticed that some of Sheaim's units (for example Mobius witch) are showing in the building list in my capital. Not that I could build them, but it's still rather annoying to see them there. Is this on purpose or should this get fixed? Anyone else get the same issue?

May be a result of Q not restricting the requirements for the new unit to show? I'm fairly sure I switched over the civilizations completely in the WorldBuilder save.
Lord Parkin
Past games: Pitboss 4 | Pitboss 7 | Pitboss 14Pitboss 18 | Pitboss 20 | Pitboss 21
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(July 8th, 2014, 16:26)Lord Parkin Wrote:
(July 8th, 2014, 13:56)Aurorarcher Wrote: Just played my turn. I noticed that some of Sheaim's units (for example Mobius witch) are showing in the building list in my capital. Not that I could build them, but it's still rather annoying to see them there. Is this on purpose or should this get fixed? Anyone else get the same issue?

May be a result of Q not restricting the requirements for the new unit to show? I'm fairly sure I switched over the civilizations completely in the WorldBuilder save.

Just checked... there used to be a Sheaim civ, but it was in Kredom's slot not yours. Your civ used to be Svartalfar before the edit.

Also, just booted up the PBEM save myself and I don't see Mobius witches showing in the building list for your capital...?
Lord Parkin
Past games: Pitboss 4 | Pitboss 7 | Pitboss 14Pitboss 18 | Pitboss 20 | Pitboss 21
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Thought it might be triggered by Sheaim settling, but no... if I load WhositYell0w's save, settle, click for the next turn then load your save, I don't see any of the Sheaim units when you settle. This is weird, I can't trigger it myself and it seems it shouldn't be happening.

Did both of you correctly start with v9, copy over the Assets folder from v10.1, and copy over the Civ4UnitInfos.xml file from v10.1?
Lord Parkin
Past games: Pitboss 4 | Pitboss 7 | Pitboss 14Pitboss 18 | Pitboss 20 | Pitboss 21
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You are using a previous (ly) uploaded version of the assets. The most recent version gas them requiring the Sheaim civ (as well as techs) so there is no reason it would show up.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Played, passed.
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So after trying to save the known t1 bug seemed to appear, so I renamed/deleted the files and then saved. Everyone has to do this!

Just delete your turn 1 files, then get the new turn play it and save it as usual. Turn 1 is the only one where this bug occurs.
"Gentlemen. You can't fight in here. This is the War Room!"
- Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb
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(July 8th, 2014, 16:45)Lord Parkin Wrote: Did both of you correctly start with v9, copy over the Assets folder from v10.1, and copy over the Civ4UnitInfos.xml file from v10.1?

Yes.

Look at my playing topic Lord Parkin, I got a picture of city screen there. I guess it doesn't matter much but I would fix it if possible. I guess I have to update the assets files once again, lol (according to Qqqqqqq).

Anyway, how does this t1 thing work? What is the bug about, wasn't this fixed? So do I delete the file I previously got (could call it turn 0) and then play the turn 1 normally (2nd turn)?
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Yep, delete t0, play t1 from that point on it'll be fine.
"Gentlemen. You can't fight in here. This is the War Room!"
- Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb
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I tested the t1 bug with Bob awhile back and it was fine...but if there's an issue, certainly delete it.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Played 2nd turn, passed. Can anyone link me the newest Civ4UnitInfos.xml file because apparently I didn't get it. The one I downloaded was attached to the post shown in quote below:

Posted June 8th, 2014.

(June 8th, 2014, 03:08)Qgqqqqq Wrote: Playtesting finds two new errors. The first can be overcome by replacing your Civ4UnitInfos (in Assets/XML/Units) with the attatched file, but the second I've yet to find the cause for.

Issues:
1. Minotaurs and other PG units occur as AI start units or player start units in later-era games. This is because they didn't have any tech or Civ pre-requisites tagged, but I didn't think would be an issue - RESOLVED
2. People researching a religious tech after it has been founded do not recieve the appropriate disciple unit. (I have located the erroneous file - CyEventsManager.py - but I'm not sure why it isn't working as I never messed with that section of the file and that section is the same as my backup. Still working on why this is, if anyone has any ideas, do tell me) - RESOLVED
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