LoneGazebo / Community-Patch-DLL

Community Patch for Civilization V - Brave New World
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Can't disband in neutral or enemy territory #3930

Closed pandasnail closed 6 years ago

pandasnail commented 6 years ago

_1. Mod version (i.e Date - 4/23):_2/1

2. Mod list (if using Vox Populi only, leave blank): EUI Version

3. Error description: Disband button is missing unless in owned territory.

4. Steps to reproduce (optional):


Supporting information: Please note that you can attach .zip files by dragging-and-dropping them. If possible, zip up all supporting data and post that way.

  1. Log files (always attach your Logs folder, located at My Documents/My Games/Sid Meier's Civilization 5. Make sure you have enabled logging before experiencing an error! Go here to find out how: http://forums.civfanatics.com/showthread.php?t=487482):

  2. Save game (always attach a save that was made a turn before the error; located at My Documents/My Games/Sid Meier's Civilization 5/ModdedSaves):

  3. CvMiniDump.dmp file (attach if experiencing a game crash. Located at Program Files/Steam/steamapps/common/Sid Meier's Civilization V):

  4. Screenshots (optional): screenshot 5

LoneGazebo commented 6 years ago

Intentional. Silly exploiters! :)

G

pandasnail commented 6 years ago

Hmm, I feel like at some point you have to let the cheaters cheat if that's what they're gonna do. If a scout or whatever gets behind closed borders and is forced to sit there maybe all game unless I can find a barb camp to suicide on...that's a much worse outcome than some bozos robbing themselves of an honest experience imo.

LoneGazebo commented 6 years ago

Well, it's not so much that, as it is for the AI. The AI was unable to accurately weigh the pros/cons of disbanding outside of owned territory.

pandasnail commented 6 years ago

That's unfortunate, but I still don't think the right answer is trapped scouts being stuck until I can maybe get one or more Open Border agreements. I mean, scouting units can't get even be gives to City States I believe.

pandasnail commented 6 years ago

Well, let me ask this I suppose, if I open the FT to delete a unit that way, will having opened it up mess things up in some other way or will I be able to close it and go along as if nothing happened? If I can do that, I'll stop complaining and make do with that method even tho I disagree with the choice.

LoneGazebo commented 6 years ago

The AI + players who deleted units to prevent the AI from getting yields/bonuses from killing said unit ruined this for us all. :)

Deleting stuff with the FT won't hurt anything. I'll tell you what, though, I'll make an exception for recon units so they can disband wherever. Nice via media.

pandasnail commented 6 years ago

Ok! That's the main issue of it to me so I'm very happy with this compromise!

bigcat88 commented 6 years ago

Can be exception added for workers? Sometimes it takes so long time to move captured worker to your territory - it is annoying. Or maybe some button that will mark worker as deleted and will delete it in 2 turns(so if someone want to recapture - he has a chance to do it)

LoneGazebo commented 6 years ago

Workers are common cheese for deletion so no.

MoiMagnus commented 6 years ago

People are reporting on the forum that the AI can disband units out of its territory, and frequently do so with workers. Is it intended? Should I ask them to fill a bug report?

LoneGazebo commented 6 years ago

Are they certain?

MoiMagnus commented 6 years ago

It's been this way since G modified the rules for disbanding recently. Scenario I've witnessed many times: the AI captures a worker in my territory and disbands it on the same turn. I thought it was intended -to give the AI a chance-, but if not I could report it on github.

https://forums.civfanatics.com/threads/quick-questions-quick-answers.573489/page-126

MoiMagnus commented 6 years ago

@LoneGazebo I would say it is probable that it was just liberated workers. So lets wait for a true bug report.