Editor Documentation Errors

If you mean can barbs walk on top of it, yes.
If you mean can they use it, no - they'll just leave it sat wherever it starts.
At least, that's the way it's going at the moment for me.
 
Some evidence to back up my statement that you can have two diffrent civs units on a airfield that you own this happend in a random game and as you can see my units are on the same square which has an airfield as indian units and i was at the time at war with india.
 

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Umm, doesn't look quite like a random game. The text is a bit not-standard. Was only the text files messed with?

And also, it's been seen before in one of the SOTDs with battleships.
 
yes i got bored of the standard text so i changed it to my own

oh well i did not know it could be done on airfields aswell
 
I think I have discovered something. I may have mentioned something like it in the thread on adding specialists.

It would appear that the game lets you have a specialist who removes shields (when building an improvement/wonder), but I have had a few crashes to desktop. I have a mod with two cities. The capital has a bunch of buildings in it and size 6 or 7 and there is another city with pop 1.

When scrolling through the specialists in the Capital, there is no problem. However, when doing the same in the other city, it crashes when trying to go to the specialist that removes shields. I thought that it may be that the small city was only producing 1 shield, while having 3 removed. I when back in and in debug mode, added corruption reducing and production increasing buildings. I had more than 5 shields, but still got the crash. The build queue was on Library at these times.

So it would seem that one cannot necessarily have specialist that remove shields. My question besides if anyone else has messed around with this, is why?
 
Hmm, I've tested with the remove shield thing, and it seemed to have worked for me.

Very strange.
 
Well, for example, it gives luxuries or taxes at a cost to production.
 
I haven't play tested them yet. Bluemofia says they work for him, but my game often crashes when I cycle through. As I said above, they captical city works fine, its the other city that crashes. Still investigating.
 
Ozymandias,

Many years ago you started a very interesting thread on AI and
production-strategy:

http://forums.civfanatics.com/showthread.php?t=62138

Have you made more experiments during the years?
What can be added that was not known then?

Best Regards

Rocoteh

Happy New Year Rocoteh!

I've not experimented significantly since then. I came to the conclusion that the AI was designed to essentially choose the defender with the highest DF etc., and I never got around to experimenting with weighting the different flags against each other (amphib, paradrop) to check the AI's choices. In the mod I'm working on that's the approach I'm taking.

Although maybe it's time for more experimenting ... :mischief:

My Warmest Regards,

Oz
 
Happy New Year Rocoteh!

I've not experimented significantly since then. I came to the conclusion that the AI was designed to essentially choose the defender with the highest DF etc., and I never got around to experimenting with weighting the different flags against each other (amphib, paradrop) to check the AI's choices. In the mod I'm working on that's the approach I'm taking.

Although maybe it's time for more experimenting ... :mischief:

My Warmest Regards,

Oz

Happy New Year Ozymandias.

Agree.

I think I will experiment with this issue again when I find time.

Best Regards

Rocoteh
 
Is this the thread that should include all sorts of solutions concerning carriers and what planes that should be able to land on them ???

I know of one method making non carrier-aircraft.
Tick the Transport Only Aircraft and Transport Only Foot for the aircraft concern (like Stealth Fighter). This makes them not available to land, since units able to load other units can not be loaded themselves.

More ideas and fine sollutions would be great to read about.

Then of course is up to modders to solve why land-based aircrafts should be created at all. Well make the carrier-aircraft weaker but with longer range than the landbased aircraft. It needs to be tested how the AI works this out however.

All suggestions or links to threads with discussions on this are welcomed I think. (At least by me)

Cemo

&

Steph - Don't forget to give them 1 transport...

Great idea, cemo1956. I found giving the aircraft "transports only aircraft" and "load only foot units" abilities and unchecking the "load" special action worked great in preventing them from being loaded on to carriers. It seems to work without giving the a load capacity, Steph. (Correction - my test was faulty, Steph is correct, the aircraft do need to have at least 1 in their transport capacity.)

To get a 3rd sort of aircraft that can be loaded on to ships and at the same time prevent carrier aircraft being loaded on to those same ships, what I tried was giving the aircraft the "tactical missile" ability and the "load" special action and giving the specific ships that are to carry them the "load only tactical missiles" ability along with the "loads only aircraft" ability. Then those 3rd types would both load on to and rebase on to those ships, but carrier aircraft could not nor the land based types. This was to simulate seaplanes carried by submarines and ships and also can represent helicopter carrying in some modern ships.

I attempted to make a 4th aircraft type that could load on to ships using the "load only foot units" ability with "Loads only aircraft" in the ships and giving the aircraft the "foot unit" ability. Didn't work. I think the reason why is that the foot unit to be loaded needs to be a land unit. I noticed in the aircraft set with just "load only aircraft" they can load other aircraft, giving them "load foot only" as well prevents that.
 
I think I have discovered something. I may have mentioned something like it in the thread on adding specialists.

It would appear that the game lets you have a specialist who removes shields (when building an improvement/wonder), but I have had a few crashes to desktop. I have a mod with two cities. The capital has a bunch of buildings in it and size 6 or 7 and there is another city with pop 1.

When scrolling through the specialists in the Capital, there is no problem. However, when doing the same in the other city, it crashes when trying to go to the specialist that removes shields. I thought that it may be that the small city was only producing 1 shield, while having 3 removed. I when back in and in debug mode, added corruption reducing and production increasing buildings. I had more than 5 shields, but still got the crash. The build queue was on Library at these times.

So it would seem that one cannot necessarily have specialist that remove shields. My question besides if anyone else has messed around with this, is why?

Maybe production buildings also enhance the specialist production malus? Would make sense since they work on a percentage. Then the crash could be explained as happening only when the maluses to production are greater than the actual production.

(I know I am replying to a post of over an year ago, but someone else might have the same doubt)
 
Hey Ozymandias: I believe I've found another mistake in the helpless (Conquests). It states under "Improvements & Wonders" that the "rendered obsolete by" option is only available if the "wonder" category is selected. This is incorrect. Just thought you might want to add that to your list. ;)
 
Hey Ozymandias: I believe I've found another mistake in the helpless (Conquests). It states under "Improvements & Wonders" that the "rendered obsolete by" option is only available if the "wonder" category is selected. This is incorrect. Just thought you might want to add that to your list. ;)

Done. TY :king:
 
So is it really true what is says in the help file, that you need to have some number set to the "Happy", not the "Happy (all cities)", field when you check the "Continental Mood Effects" box, to add happiness to all cities on the continent? The JS Bach's Cathedral is ambiguous as it has the value 2 on both "Happy" and "Happy (all cities)".

I don't know if it this is of any help, but about the "Build Often" boxes, I think that England and the Celts have often gotten a lot of culture in the games I've played; and they both have the "Build Often: Culture" box checked.

To this I might add that certain unit abilities disappear when the unit is loaded into an army, like Bombardment.
Huh, I could've sworn I once had an artillery in an army that could be used. But I know that at least the "Hidden Nationality" and "Amphibious" abilities disappear in armies.
 
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