Closed Zoidbergesq closed 7 years ago
I suppose I don't know if this is a deliberate choice, or a compatibility issue, or a bug..
thank you for the detailed description ... a savegame would be good to have
Thanks very much for looking into this, by the way.
Also, are marshes actually meant to yield 3 food (as it is in my game), rather than 1 (which is what it says in the Civilopedia)?
Marsh adds 1 food to the 2 food of Grassland, which I believe is the only place it can spawn.
yeah for some reason marshes are even better than grassland ... anyway the archer issue is not known, hope i can load the save, sometimes it's tricky
Ah ok - seems a bit odd. Though I suppose they're a hassle to upgrade to farms which are, at least, eventually better than 3. And maybe back in the day marshes were decent for food.. lots of wild animals etc etc.
Yeah, I've found the archer issue in multiple games actually. So do you - in your games - get fired on by ranged AI units from cities if you're sieging it from a couple of tiles away (when the AI's field army has been defeated)? My melee doesn't get fired on either, even if they're in range of the archer (if not the city itself).
@LoneGazebo : damn, crashes on load again. care to give it a try? i really need to find out why that happens to me
Is there any more compatibility info I can provide?
yes in fact. unfortunately save game compatibility is broken quite often so it is very important to know the exact version of the mod used to create it.
even then i sometimes have trouble loading them, but seems to be a problem with my particular setup.
I'm playing a new game with everything updated. I'll go to war and if it happens again I can upload that.. might be easier with everything properly up-to-date.
Playing 8-12 and still the same issue: I have an AI city surrounded, from two tiles away, and it refuses to bombard me with its archer (even if I'm not attacking it), choosing instead to stay pointlessly fortified.
It even did this when I had a unit on very low health, which it could have just killed.
Along with the constituent parts of the Community Patch - (1), (2), (3), (4), (5) and (6a) - I'm using Historical Religions, InfoAddict, R.E.D. Modpack and NoAltitudeTraining. Could it be an issue with any of these?
It's really frustrating! Makes combat far too east, even on immortal/deity..
in this case i don't think it could be the additional mods ... anyway, do you have a savegame from the 8/12 version?
This is a situation where I have melee - rather than ranged - surrounding their city. I assume the same would happen if I had ranged units in place of the melee ones.
again no luck loading this. maybe the G can help.
i'll keep my eyes peeled for this, but i hardly have time to play anymore ...
Ah ok, no worries. How do I go about getting G's help on this.. ?
Any luck?
still figuring out #2411
@ilteroi any updates?
nah - are you able to load that save?
I can't load it either. I chalk it up to mod conflict.
unfortunately this happens quite often, also with people who use VP and nothing else ...
Is your copy of Civ localized for Germany?
It is not, no. It's UK.
Not you, sorry, @ilteroi.
good question. not sure - civ5.exe says it's english - and i play in english - but i never made a conscious choice.
@LoneGazebo : just to let you know, i'm having some problems right now, my machine crashed and visual studio is now broken it seems. since i'm juggling multiple windows sdk versions and visual studio versions it might take a while to get it back in working order.
Oh no! If you can give me a quick fix for the problem I mentioned on your latest fefe via github that'd be grand. If not, no worries (and no rush).
Mod Version:
Community Patch v. 88
1. Mod List:
In addition to the Community Patch: InfoAddict (v. 22); NoAltitudeTraining (v. 1); R.E.D. Modpack (v. 27); Historical Religions Complete (BNW or GK) (v. 45).
2. Type of error:
AI quirk: AI archers - and, I assume, AI ranged units in general - fortify and do nothing rather than attack.
4. Additional information:
When I have a strong AI city (its last one) surrounded by my archers, who are out in the open and vulnerable, the AI elects to fortify their single ranged unit (an archer) rather than bombard my ones who are attacking the city. With no other units out in the field and no possibility of reinforcements from elsewhere, the AI is essentially choosing to have its capital inevitably reduced to zero from my continuous archer bombardment rather than fighting back from the relative safety of a city by attacking my archers; it should be able to kill all three - maybe two - of my archers (who are out in the open, on flat terrain) without dying itself.
In other words, in terms of three archers vs one archer in a city, the AI only ever seems to choose the option where it gains much less overall, choosing to remain fortified and eventually inevitably die rather than fight back and almost certainly win overall (and at least definitely kill an archer or two).