1. Am seeing an AI escorting Combat Engineers around the map like they were settlers. Don't think the AIs should be doing this.
I'm not sure what could be happening there. I haven't seen that happen in my own game, and there's really nothing in the AI that should do that.
(Since you're using your own mod as well, is there anything in there that could explain it?)
2. Am running with my mod in place as well, which gives the Barbs a cannon, however they never bombarded me as I approached their encampment.
Strange. One question: did this happen after you built the spaceship, or before? If it's after, I might know what happened; when you launch the spaceship it ends all current wars, so I had to put an exception in there to NOT end the ongoing war with the Barbarian civ. It's possible that it's not checking that correctly (although there should be a popup if that was the case).
3. Cost increase for buying buildings! Ah - your killing my strategies!
That one's deliberate. I didn't actually increase the cost multiplier for hurries, I just decreased the discount you get on most things when starting in later eras.
The unfortunate side-effect of this, as you might have noticed, is the insane cost of building a Settler. For whatever reason, it isn't getting any of the discounts, and the game's auto-inflation on Settlers is resulting in an exorbitant cost.
I'm really tempted to put in an override on this one, too, to where all production towards a Settler is doubled or tripled at least when starting in those later eras. But I'm still looking into that, there might be a much simpler method.
But in general, yes, I killed those strategies on purpose.
When I start games I immediately pop a golden age to rush build Ironworks, then have been buying a windmill to get my production city up and running. Guess I'm not doing that anymore...
Nope, and I used to do something similar. It was far too easy to just rush-buy everything and ignore production. Now, not only is that prohibitively expensive, but you're far less likely to have a massive gold surplus. I mean, I used to buy Work Boats when I needed them, because I didn't want to have a city spend a turn producing one (although with the overflow that probably wouldn't hurt).
I'm worried it might have gone too far. You'll notice that if you start in later eras, you generally begin with a negative income until you get the trade routes up and running and the cities to a decent size. And I don't think the AI is handling the deficit spending very well. So one possibility is to reduce the number of free buildings you get at each era.
What I REALLY want to do? Have the inherent gold, food, and research bonus of the Palace increase with starting Era. Food to help with Settler production and capital growth, gold to keep you from going negative on a later start, and research to help with that ramp-up period. I'm still trying to see if that's possible, though.
And I know I've gone back on my earlier statements a bit; while I still think the "proper" way to play is to start at the Ancient Era and go all the way through, I've definitely spent a lot of time now trying to balance the mid-era starts. (Note: the Industrial start is VERY awkward, because you get three Settlers, can't really make any more, but haven't revealed the Coal or Oil quite yet. So if you guess wrong on city placement you can be crippled.)
The questions I have for you debuggers are:
> What's an appropriate cost for the spaceship parts? I halved the costs compared to the original values (down to 350/500), since at the time they did nothing, but now that the effects of the spaceship are in and working, should I go back to the old values? What sort of costs would you think are appropriate? On my internal version, 0.09, I've already changed them back to their original values, and I'm now thinking that they still might be too cheap. If the SS benefits are so good, it might be worth making them REALLY expensive, so that people will actually use Spaceship Factories, and accepting that it'll take you half an era to build them.
> I added that whole "tech acceleration" thing to give you a boost on your first 2*N techs (where N is the era number you start in). What do you think of the progression of costs? (Not just the absolute number of turns, but also whether the cost of the fourth and fifth techs is reasonable compared to either the first or the tenth. That sort of thing.)
> The Fusion Lab requires a unit of Dilithium, because I wanted it to feel Factory-ish. The problem is that the later building that generates Dilithium (if you don't have a supply of your own) is the Quantum Lab, which requires the Fusion Lab first. So you can get stuck very easily with no Dilithium (since it's an ocean resource with very flaky placement, no way to get any, and no way to get around this.
The question is, which of the following three solutions sounds better:
A> Remove the Dilithium requirement of the Fusion Lab altogether.
B> Don't have the Quantum Lab actually require the Fusion Lab.
C> Add more Dilithium to the map. Either add land deposits (I'd prefer not) or place them in lakes as well (which'd cause a lot of awkwardness depending on city placement).
Either would work, but I'd prefer not to do both. (I'm leaning a bit towards B, I think, but it's a toss-up.)
--------------------------
Here are a few other technical questions for anyone who can answer:
1> How do you add new sound files to the game? I found the two blocks that affect this (<AudioDefinesFile> and <Script2DFile>), but as they're not <GameData> blocks you can't update the same way and it doesn't seem to be picking them up automatically. I've got an .mp3 I want to add, but I can't get it to actually play. I'm assuming that it's like the unit files, where you need to include the entire contents of the original, but how do you get the game to use it? (Is there an analogue to UpdateDatabase that you need to declare, or is it like the icon atlas files where you just need to have them included in the mod?)
2> In LUA coding, how can you tell the names of the functions within each pairs block? For instance, the Cities block within Players, or the Units block within Players; they have functions like GetX and GetY, but I need to know what else is there, and the official wiki only has the list of functions directly under Players.
2a> On a related note, if I have an X and Y value, is there any easy way to find out the current owner of the tile? I'm trying to code something analogous to the Great Wall, so I need to check to see if any enemy units are in my territory.
3> Where are the UnitArtInfos and UnitMemberArtInfos tables? As in, path to files? For instance, while I want the Combat Mech to be the giant death robot, I want the Labor Mech to use the same model but be scaled down and have three of them per unit. (At least until I can find custom art.) Likewise, the Bolo is an Ironclad currently, and if you've read the books you'll realize that it's not a bad shape to represent them in general. But I need to increase the scale.
Obviously, only a few people read this thread at present, so I'm not expecting answers right away. But these are the things I'm getting stuck on.