 |
|
Hendrik the Great
|
|
Good old Germany!
Oct 1999 time: 06:13
|
|
Reload the scenario until it doesn't happen anymore and play a bit around with it. It happened when I made Daroae, too and I kept reloading and saving the scn until it was gone.
------------------
Mathias' Civ II Page
http://members.nbci.com/thalys
|
|
|  |
 |
|
Captain Nemo
|
|
Red Front
Jan 1970 time: 05:13
|
|
I am almost certain that is the problem too! I have had it several times.
If you create a unit on odd-even or even-odd coordinates location, this can happen with very strange side effects... The unit becomes invisible and can capture cities, without capturing them... So you get dual ownership of a city and can get into your own city... The weird terrain changes also occur as the invisible unit moves around near your units. In Red Front I made the mistake once and had these units hidden on wrong coordinates in the setup game so even after I corrected the location in the event file the weird events continued to happen.
This can also occur if you edit the sav binary file and flop some location coordinates by mistake.
|
|
|  |
 |
|
Hendrik the Great
|
|
Good old Germany!
Oct 1999 time: 06:13
|
|
This is the respondsible event:
@IF
RANDOMTURN
denominator=10
@THEN
CREATEUNIT
unit=Scythen
owner=Barbaren
veteran=yes
homecity=Scythia
locations
123,64
122,66
124,64
121,65
125,63
endlocations
@ENDIF
I think it's that those odd and even numbers don't do well together...
------------------
Mathias' Civ II Page
http://members.nbci.com/thalys
|
|
|  |
 |
|
BeBro
|
 |
of the Krauts
Mar 2000 time: 06:13
|
|
Yes, Hendrik, I know it is this event (thanks to Nemo, AroSch and, despite my post above, Mercator ), but the problem remains after I corrected or completely removed the event.
I think this has to do with the invisible units that Nemo has mentioned. So, all these Barbs created with a corrected event work, but there are still some of these units that were created by the old, uncorrect event. And these "old" units cause the weird looking graphic changes, but you can´t simply kill these units because they are only visible when they are moving.
I played several turns with a revealed map, every turn I saw these Barbs moving, but when their turn was over and I tried to look into the area where they should be they weren´t visible. The only good thing is that the terrain looked normal again (until the next Barb turn).
I have no idea how to solve this, currently the only way that works is to disable the unit and give it zero MP. But that means that I wasted one unit slot... 
------------------
Civ2000
|
|
|  |
 |
|
Captain Nemo
|
|
Red Front
Jan 1970 time: 05:13
|
|
Can you enter the scenario and play the barbarians via Hex-editing? That was the way I finally got rid of my "phantoms" (But mine were not Barbarians). The other solution is to make them air units with 1 move and let them crash (Hopefully).
|
|
|  |
All times are GMT. The time now is 05:13. Apolyton Time is 00:13. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|