Question: How is the status of a veteran unit after the upgrade? Shall it keep it's veteran status or not? Or shall we leave it to the moders?
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PROJECT: To Do List for Patch v1.2
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I think the veteran effects should be discussed elsewhere, that's not what this thread is for. Whatever the outcome, it currently works so there's no immediate need to change it further for the first patch (if it's done in time it'll be included, if it isn't it won't).
Pedrunn,
That's already been fixed, so no point in listing it here (obviously it will be in the first patch).
Martin,
I absolutely agree that's one of the first things about the AI that needs to be fixed, but is it important enough to delay the release of the first patch for, if it comes down to that? I mean, it's not like the AI is *completely* useless now. But I'd like to hear opinions on this, if others agree with you I'll gladly add it to the list.
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I agree, there are a few things that need to be addressed before a patch is released and the AI path finding is important as far as I am concerned."Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill
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I too would like the pathfinding fixed IF it does not delay the release unduly"An Outside Context Problem was the sort of thing most civilisations encountered just once, and which they tended to encounter rather in the same way a sentence encountered a full stop" - Excession
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Could someone please figure out a way to differentiate between a veteran unit and a green unit when they are stacked? I like to use the green troops to guard a newly captured city and use the veterans for continued assimilation. It would be nice if they had mini-tags in the 'army manager' screen.
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Originally posted by Locutus
Pedrunn,
That's already been fixed, so no point in listing it here (obviously it will be in the first patch).
…On the other hand, fixing things is more important than updating a list of things fixed…·Circuit·Boi·wannabe·
"Evil reptilian kitten-eater from another planet."
Call to Power 2 Source Code Project 2005.06.28 Apolyton Edition
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Ok, I'll add the pathfinding issue then.
Flinx,
If you download the latest playtest version, the readme includes a full list of fixes done so far (and the same info can also be found in the 'altered source code' thread, but that one might provide a bit more details than you'd like).
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Well I used the edit button to rip of the html code of Locutus' table and started to add all the stuff from the playtest readme to it. While I was doing it, I also added issures to be done that crossed my mind. Unfortunatly it isn't finished yet.
-MartinCiv2 military advisor: "No complaints, Sir!"
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Fixed crash bug caused by launching editor, generating goods, exiting, and moving a unit.
-MartinCiv2 military advisor: "No complaints, Sir!"
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I was able to recreate the bug: start a new game with 'launch editor' (rather than 'launch'), click 'agree to terms', click on 'gerenate goods', confirm with 'OK', click on 'exit', and finally click on the move-units button on the control panel. It has to happen exactly in this order for the crash to take place.
If you don't 'launch editor' or if you just drag the unit to move it, the crash won't occur.
This was with the latest playtest build BTW.
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