Great news -- especially the stack kill mechanic!
Glad to hear you liked it!
I had a chance to play around with those larger mountains: pilfered some mountains from Civ3 and ran a ton of filters over them to make them compatible with the terrain I commonly use for ToT.
Sure looks a lot better like that. Any chance you could upload that TERRAIN2.BMP somewhere?
When the 'Override health bars' option is enabled, unit stacks are no longer indicated by overlapped shields (like the ones in the image below).
Ah yes, I thought that might have been the case. I'll look into it.
An option to map units available for production within a city to specific city names, or the presence of a city improvement or wonder.
There's a single function to determine whether tribe x can build unit y in city z, so it is not impossible. But available units for AI controlled cities are slightly different from those for human controlled cities (basically only the best unit for a particular role is available), I'd have to see if it would work together with that.
An event trigger: @IF UnitType present at Location co-ordinates @THEN... (check made during movement phase?)
I might do something with new events in the near future. But in the current event structure there's not a lot of space left and many fields are already used for multiple purposes (exactly the reason why some actions cannot be combined). I've just made the event heap size allocation configurable last week (for 0.6, EventHeapSize in @COSMIC2), so now I can make some serious changes. I'd like to add some proper scripting stuff, getting/setting of variables, comparisons, arithmetic, etc., things that I feel are sorely lacking in the current implementation (there's really only CHECKFLAG/FLAG).
Set the default zoom level to Standard instead of 2 steps zoomed in. On a similar note, can the game be forced to load the zoom setting stored in the SAV file the first time it's loaded? The default zoom kicks in whenever you load a game for the first time after switching folders.
Every time I load a save the first thing I do is press Shift-Z, and every time I think, "yeah, I should totally fix that". So I'll put it at the top of my list.
Can you shed any light on the use of the MoveUnit event action? It's my understanding that the MoveUnit orders can only be applied to a unit with no existing orders, ie, one that has just been created. As a result, its effectiveness is somewhat limited. Can the MoveUnit command be reapplied to units within its location boundaries, overriding existing 'go to' orders?
The documentation in MACRO.TXT states:
The program only activates units that are (1) not fortified, (2) not on sentry duty, (3) not already headed for a destination, (4) not building fortifications, and (5) not nuclear weapons.
Let's go through these statements and I'll say whether they are true or false.
- not fortified: false, no such check is done. Fortified units are moved just fine.
- not on sentry duty: true, a check for unit order 3 is made.
- not already headed for a destination: true, but only by virtue of the next item.
- not building fortifications: true, but not just that. All orders above 4 (Build fortress) as well are checked as well, and the unit is not moved in any case. So the Goto order is handled by this case, not the previous.
- not nuclear weapons: true, it checks if the attack power of the unit is >= 99.
So, the documentation is somewhat lacking concerning the affected unit orders. Only units with order values <= 2 are moved.
BTW, have you ever been able to get a MoveUnit action with a unit parameter of anything other than AnyUnit to work? Probably not, the value is checked against the unit ID instead of the unit
type ID, so it will never work (unless in
very serendipitous circumstances). I'll fix this.
With the new mountain options, is it possible to make 2x2 tile or 3x3 tile large singular mountains?
Not without sacrificing 4 or 9 of the mountain slots. I thought Catfish posted about this a while back, didn't he?