I think I found the (simple) solution of the naming-problem of the units with the king-flag (upgradable but not buildable).
This "problem" in reality isn´t a problem, but an enormous misunderstanding in using the editor in DEBUG Mode.
When a unit with the king-flag in the unit´s options (but not the unit´s tactics) that is upgraded from another unit with a king-flag, is placed in DEBUG Mode directly into the map of the game, it doesn´t appear with the name of that unit, but with the name of the ruler of that civ (in CCM only ruler). As the units of many very complex mods (as it is CCM) are tested in DEBUG Mode, this seemed to be a serious barrier in a "full scale use" of the autoproduction concept of units. But this barrier in playing the game doesn´t exist - and it even doesn´t exist, if the testing of such an unit is done properly in DEBUG mod.
The proper test in DEBUG Mode is as following:
Don´t place such an unit directly on the map. Place the base-unit that cannot been built normally, but should be upgraded to a chain of units having the king-flag, in a location where an upgrading is possible (per example a city containing barracks for a land unit). Select the base-unit in DEBUG Mode with "Shift + F1" to place it there on the map.
To assure, that the base-unit that should be autoproduced cannot been built normally, there are several methods that are working: The base-unit can be attached to an era none tech that no player is possessing, or the unit is available with an strategic or luxury resource that no player can have, as the resource is attached to an unavailable era-none tech, or the unit is set to not be available to any civ in the editor. The building with the autoproduction flag will autoproduce such a base-unit as long as it has access to the resources that are needed for the building (not the unit). If the building doesn´t need any resource as a perequisite even that barrier doesn´t exist.
Select the proper tech that is needed for upgrading the base-unit to the first unit with the king flag (at the Science Advisor Screen: "Shift + Right-Click" researches the selected -clicked- tech) and do that upgrade. As you can do only one upgrade action to a unit in a turn, you now have to end that turn to do the next (and the following) upgrades.
Now select the proper tech that is needed for upgrading the unit with the king-flag to the next unit with the king flag and do that upgrade. You will see, that the unit now has the proper name and not the name of the ruler.
The same happens with every other unit with the king-flag that upgrades to another unit with the king-flag, if you are doing this procedure correctly. If you place these units in DEBUG Mode directly on the map, you will still have the name-problem with these units.
I tested it with the following chain of upgrading heavy tanks in CCM, where the base unit produced by a single building (the SW National Tankplant) can be upgraded to 18 different units with the correct names (partially for different civs) without any problems:
Now the
concept of advanced autoproduction in my eyes is complete and we have a modder-friendly new dimension of modding Civ 3.
I found that explanation by the following reasons:
- When playtesting the next -rewritten- version of CCM and lategame units that were still set to upgrade from one unit with the king-flag to another unit with the king-flag in the game did upgrade with the proper names
- the behavior of the partisan unit in CCM (a unit with the king-flag enslaving to another Partisan unit and appearing with the proper name when upgraded from the base-unit, but with the name of the ruler when created by enslaving)
- the fact that there must be a proper solution for this problem
and
- the
posting of Laurana Kanan, that for her all is working without problems - and she is correct.
Edited some words in the last sentence