Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > CtP2-Creation/AI/Mods/Scenarios-Archive > Ghost Units/Armies
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:27
Lightbulb  Old Post 20-04-2003 22:40 Visit Martin Gühmann's homepage!
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Ghost Units/Armies Support Apolyton, buy Call to Power 2

You might already played with the cheat editor a little bit, you might have noticed that you find ghost units/armies sometimes. Units/Armies that appear on a certain location but if you click on the quare there then you notice that the unit/army is actual not there, finally you might find out that the unit/army exists but has another location then the game displays it.

Here is an example, I started a fresh game with Turks without any mods, then I switched via the cheat editor to player 0 the Barbarians and left the game running for 500 turns. The AI had the controll over player 1 for 500 turns. On the picture below you can see 3 of these ghosts:

East of Ankara you see a unit that is obviously grouped, but you can't see the size of the stack, if you take a closer look on it with the unit and searches for such units located in the field you find the actual position of the stack one tile North of it displayed position.

But it is possible that the difference between displayed position and actual position and larger then one tile. Take the stack South-West of Ankara, it looks like Ankara was build on the top of the units, its actual position is West of Adana.

And now we are comming to Adana you see a fortified stack on the city, actual if a stack is fortified at a city's location the stack wouldn't be displayed if it is not selected. So you guess its actual position is somewhere else: North-West of Gaziantep.

Well I could now use the cheat editor and take a look on other civs and also there there are these ghost units/armies.

So we see that this phenominon is not mod specific, we have it even in unmodded CTP2. Obviously the displayed position is not necessarily updated when an AI moves an army. In mods like Cradle and GoodMod we just see this phenomenon more often, but that is no wonder if we consider that in these mods are much more AI armies on the map then in the unmodded game. The more armies the higher the change we see this phenominon.

So far as I can see it this phenominon seems to be harmless, but this is not proven. But that is not valid if your ghost unit unit seems to be a 13th on that tile and if you try to select it the game crashs

-Martin

Attachment: ghostunits.jpg
This has been downloaded 54 time(s).

HuangShang is offline HuangShang
King
USA, SoCal, L.A.
Jul 2002
time: 21:27
  Old Post 21-04-2003 02:25
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Tired of ads?

what?? i dont understand at all

Gilgamensch is offline Gilgamensch
King
France
Jun 2002
time: 06:27
  Old Post 24-04-2003 14:02
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Support Apolyton, buy Call to Power 2

Already had something like that, but if you reload the savegame (at least for me), everything back to normal. Actually sometimes going to the desktop and back again, worked as well for me. (Allthough, sometimes it happened after I did it.......)

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:27.
Apolyton Time is 00:27.
    top of page
Rate This Thread:
archivepost
Forum Jump:
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
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0243 seconds (82.09% PHP - 17.91% MySQL) with 30 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net