(Click HERE to get a copy of the game file which is discussed below)
Hex: You are correct - there's definitely something wrong with the Pirate code. A specific example of the ghost units you mention can be seen in my game file. If you place the cursor over coordinates x4,y125 (a desert location three tiles SW of Trapezus), you'll see that it supposedly contains 2 Barbarian Slinger units, even though it's "empty". In fact, these are the SAME Barb units that appear 8 tiles away near Sinope (the previously mentioned "artifact" sticking out of the Dye Good). If you go one step further and use the Editor to set the player as "0" ("The Wastelands", i.e. Barbs) you'll see an incredible number of Barbarian Ghost units sprinkled all over the map. Most are ships, but not all.
Dye Good "Problem": Again I think Hex is correct, and this was probably just a coincidence. I'm not totally prepared to say it's not related though, as we'll see in the discussion below.
Crash Testing: I've run 20 different tests, using various permutations, and have gotten closer to the core of the problem - and it seems to involve the Byzantine Bireme in Trapezus. It turns out for example that simply erasing the Barbarian Bireme on the Dye Good didn't eliminate the crash - the crash went away only if I killed it with the Byz Bireme. In fact, just moving the Bireme out of the city was enough to avoid the crash, so that proves the Barbarian Bireme has nothing to do with this! If you move the Byz Bireme just one tile away and click on it, something very strange happens - the Archer unit OUTSIDE Trapezus is highlighted! When I moved the Archer into the city, all sorts of strange things happened. The army view shows between 9 and 10 units are present in the city (a hypaspist variously appears or disappears depending on which army you look at), but the visible army on top of the city shows the number 12. As a Test, I moved all units out of the city except the Miltia and the Bireme, and if you then click on the Bireme, the game crashes instantly. I did the same thing - but first disbanded the militia unit - with the same result, so at least we know it doesn't involve the militia code. One other oddity worth noting is that the Dye Good adjacent to Trapezus has apparently been pillaged - and hasn't regenerated. Whether this has anything to do with the other issues is unclear.
Embassy "Problem": I doublechecked this, and it IS working properly - so ignore the earlier comment.
City Expansion Comments (Pedrunn): The problem isn't so much that the suburbs burn after building the Nomad (though it is kind of annoying) as it is the non-regeneration bug. So that fix would be GREATLY appreciated! As to the "one-turn-healing-of-units" issue, this IS a bug in my mind. Hex specifically designed Cradle so that units in cities take a long time to heal - and don't heal at all while in open country. I agree that healing in suburbs (since they "are" part of the city) is a nice feature, but they shouldn't allow for "one-turn" healing, since that bypasses his design intent. Equally problematic is that healing works in enemy and destroyed suburbs too.
Earthquake Message: I believe the "fixed" code was already posted in the v1.34a thread, so it should already be available.
Aggressive Barbs: I'm not using the special "Aggressive Barb AI", but they are still kickin' my butt on the Max setting! I'll try it again in my continued playtesting, but they really are tough. Even with a capital city founded on a hill and a garrison of 5 units (and we're talking VERY early game), they showed up with a nice mixed force of spearmen and slingers and took me out. Nasty.
Continued Playtest: I'll ditch this game and try a new one without the Pirate Slic, and will keep you posted on my progress.
Hex: You are correct - there's definitely something wrong with the Pirate code. A specific example of the ghost units you mention can be seen in my game file. If you place the cursor over coordinates x4,y125 (a desert location three tiles SW of Trapezus), you'll see that it supposedly contains 2 Barbarian Slinger units, even though it's "empty". In fact, these are the SAME Barb units that appear 8 tiles away near Sinope (the previously mentioned "artifact" sticking out of the Dye Good). If you go one step further and use the Editor to set the player as "0" ("The Wastelands", i.e. Barbs) you'll see an incredible number of Barbarian Ghost units sprinkled all over the map. Most are ships, but not all.
Dye Good "Problem": Again I think Hex is correct, and this was probably just a coincidence. I'm not totally prepared to say it's not related though, as we'll see in the discussion below.
Crash Testing: I've run 20 different tests, using various permutations, and have gotten closer to the core of the problem - and it seems to involve the Byzantine Bireme in Trapezus. It turns out for example that simply erasing the Barbarian Bireme on the Dye Good didn't eliminate the crash - the crash went away only if I killed it with the Byz Bireme. In fact, just moving the Bireme out of the city was enough to avoid the crash, so that proves the Barbarian Bireme has nothing to do with this! If you move the Byz Bireme just one tile away and click on it, something very strange happens - the Archer unit OUTSIDE Trapezus is highlighted! When I moved the Archer into the city, all sorts of strange things happened. The army view shows between 9 and 10 units are present in the city (a hypaspist variously appears or disappears depending on which army you look at), but the visible army on top of the city shows the number 12. As a Test, I moved all units out of the city except the Miltia and the Bireme, and if you then click on the Bireme, the game crashes instantly. I did the same thing - but first disbanded the militia unit - with the same result, so at least we know it doesn't involve the militia code. One other oddity worth noting is that the Dye Good adjacent to Trapezus has apparently been pillaged - and hasn't regenerated. Whether this has anything to do with the other issues is unclear.
Embassy "Problem": I doublechecked this, and it IS working properly - so ignore the earlier comment.
City Expansion Comments (Pedrunn): The problem isn't so much that the suburbs burn after building the Nomad (though it is kind of annoying) as it is the non-regeneration bug. So that fix would be GREATLY appreciated! As to the "one-turn-healing-of-units" issue, this IS a bug in my mind. Hex specifically designed Cradle so that units in cities take a long time to heal - and don't heal at all while in open country. I agree that healing in suburbs (since they "are" part of the city) is a nice feature, but they shouldn't allow for "one-turn" healing, since that bypasses his design intent. Equally problematic is that healing works in enemy and destroyed suburbs too.
Earthquake Message: I believe the "fixed" code was already posted in the v1.34a thread, so it should already be available.
Aggressive Barbs: I'm not using the special "Aggressive Barb AI", but they are still kickin' my butt on the Max setting! I'll try it again in my continued playtesting, but they really are tough. Even with a capital city founded on a hill and a garrison of 5 units (and we're talking VERY early game), they showed up with a nice mixed force of spearmen and slingers and took me out. Nasty.
Continued Playtest: I'll ditch this game and try a new one without the Pirate Slic, and will keep you posted on my progress.
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