EmperorFool
Deity
No, this is indeed a bug introduced in 4.0 somehow. I'm seeing it in my current game as well, and I didn't change my own codes from the defaults. I'll ask Ruff to look at it.
Opps - I made a change to the counting code (developed a new counting convention) and failed to update the documentation or the default. Here is the translation (old to new) ...I've updated my BUG to 4.0 and noticed that the numbering system is different. In 3.6 you'd have the units numbered based on what type of units they were. For example, if I went worker first, built 1 workboat and 2 warriors in London, they would be called Worker 1 (London), Workboat 1 (London), Warrior 1 (London), Warrior 2 (London). Now in the new version the number of the units have been following the total of all types of units you've produced. In the same build order, the names are Worker 1 (London), Workboat 2 (London), Warrior 3 (London), Warrior 4 (London). Was this intended? If so, is there a way I can set the naming system to the way it was before?
^ut^ ^cnt[n][u]^ (^ct^)
^cnt[n][u]^
^cnt[n][t]^
Yes - I think it is.Is that right?
It worked as intended.
Opps - I made a change to the counting code (developed a new counting convention) and failed to update the documentation or the default. Here is the translation (old to new) ...
OLD
- ^cnt[f]^ - count across all units (increments based on unit)
- ^cntu[f]^ - count across same unit (increments based on unit)
- ^cntct[f]^ - count across same city (increments based on unit)
- ^cntuct[f]^ - count across same unit / city (increments based on unit)
- ^cntc[f]^ - count across same combat type (increments based on combat type)
- ^cntd[f]^ - count across same domain (increments based on domain)
NEW
- ^cnt[f][r]^ - counting code, if the code isn't there - return 'ALL'
- r = 'a' means count across all units (just increments)
- r = 'u' means count across same unit (increments based on unit)
- r = 'c' means count across same city (increments based on city)
- r = 't' means count across same unit / city (increments based on unit / city)
- r = 'b' means count across same combat type (increments based on combat type)
- r = 'd' means count across same domain (increments based on domain)
- r = other, means count across units that have the same code
Sorry about that. I did this so that the user can implement their own groupings to count over. For example, say you wanted to count over anti-mounted units differently than other melee units, then ...
- turn on advanced unit naming
- put ^cnt[f][Mount]^ against the spears, pikes, etc
- put ^cnt[f][Other]^ against the other melee units
* turn on advanced unit naming
* put ^cnt[f][Mount]^ against the spears, pikes, etc
* put ^cnt[f][Other]^ against the other melee units
You're working until deep in the night? At the moment, it's 01:30 AM in CA?!