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Caster of Magic Release thread : latest version 6.06!

If I end my turn with +13 food, and then get several famines on me at the same time dropping me to -9 food, my troops will desert before I have a chance to react to those famines. Is it possible for troops to desert at the end of the human player turn instead of (presumably) the end of the last computer turn? (If this is discussed elsewhere, I'm sorry, I hadn't seen it.)
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(October 15th, 2016, 09:11)Nelphine Wrote: If I end my turn with +13 food, and then get several famines on me at the same time dropping me to -9 food, my troops will desert before I have a chance to react to those famines.  Is it possible for troops to desert at the end of the human player turn instead of (presumably) the end of the last computer turn? (If this is discussed elsewhere, I'm sorry, I hadn't seen it.)

Not possible. If I did that, you'd have to pay your gold and mana upkeep before receiving your income which is much worse. It's unfortunate but this is how turn based games work, you can't react if it is not your turn. Nothing stops you from ending your turn with 30 excess food to be safe if the enemy is expected to use Famine.
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13 was the max I had - literally every citizen in my kingdom on farming. Nah I was hoping it could be changed that all your income happened at the start of your turn, and all your maintenance happened at the end of your turn. (To me that's intuitive, but I'm aware it's not how everyone intuitively sees it, especially since there isn't a store of food turn to turn like there is for mana/gold.) Then I could have chosen who to dismiss, since otherwise a seemingly random selection (most recent made?) of troops desert.
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(October 15th, 2016, 10:03)Nelphine Wrote: 13 was the max I had - literally every citizen in my kingdom on farming. Nah I was hoping it could be changed that all your income happened at the start of your turn, and all your maintenance happened at the end of your turn. (To me that's intuitive, but I'm aware it's not how everyone intuitively sees it, especially since there isn't a store of food turn to turn like there is for mana/gold.) Then I could have chosen who to dismiss, since otherwise a seemingly random selection (most recent made?) of troops desert.

That would be horrible. Imagine you spend your gold on a building without checking, end up with 0 gold and lose all your units. Same deal if you recruit mercenaries or buy items. Having to remember the exact maintenance costs of your empire and save that many gold and mana crystals until end of turn would be the most annoying thing I can imagine.

Also, the maintenance of buildings is part of the income, but maintenance of units is paid afterwards, so the two would get separated escalating the confusion.
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Right. Thus why I said for some it's not intuitive. And why I'm OK with the decision.

I simply find losing my best units, that the ai can't defeat even in his own fortress, just because he casts famine, even more annoying. Especially because it's not a strategy I can replicate due to ai bonuses.
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One thing got me thinking.
I believe you didn't lose units when the AI used famine in previous versions of the mod because the food production was not updated until the next turn. Are you sure this is caused you to lose units? If yes, can you test the same turn in a previous version and compare if it was changed?

Edit : I think this is the fault of a previous change indeed. Due to space issues where the AI recalculates its own city data, the condition to include only their cities got removed. I'll fix this right now.
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Quote: 2.92g

-Fixed : city data for the human player is recalculated during AI turns, causing famine and similar effects to fail maintenance and lose units.

Fix is up. Please test and let me know if this solves the problem.
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I was going to say, I never had problems like this before because it was only on extreme and impossible with your new ai that the ai could ever do this on a turn where it mattered. So I have no idea how it worked previously.
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To confirm, a game in.. 2.92c? Maybe b. Should be compatible?
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Try g and see if it fixed the problem, it did on my side.
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