voltar
Drunken Russian
Shoot, you were right it seems, invis ZOC. I was even checking the rules.txt for units with invis flag and trying to find something with cheat mode on. Emptying the city and I still couldn't see em?
About that point, i'm wondering ?Maybe also add AICapitalizationLimit, with a high number to @COSMIC2. In such a large scenario the AI stops building units quickly.
I'll see next turn if these ZoC subsists. My guess at the moment is that Barb ZoC are generated at the beginning of a turn, just before the change of owner. @Prof. Garfield may confirm ?
for unit in civ.getCurrentTile().units do print(unit) end
In this situation, no unit was destroyed.ZOC doesn't persist after a unit is destroyed. If there is a ZOC, the unit is there, now. Stacking units from 2 tribes on the same tile can cause weird results, since only units from one tribe are shown (the 'owner' of the tile).
Use this code in the console to check all the units on the active tile
You'll probably find some that do not have the same owner as all the others.Code:for unit in civ.getCurrentTile().units do print(unit) end
captureCity
civ.captureCity(city, tribe)
Captures city `city` for tribe `tribe`.
teleportUnit
civ.teleportUnit(unit, tile)
Guess the best solution in my case would be an other "empty" map, just used for that purpose, so that locations are kept AND we can be sure tiles are empty then.You could try the capture city function, but I think that involves plundering, destroying buildings, etc.
Alternatively, you could use a loop to teleport all the units out of the city, and then another loop to put them back in.
If you choose an empty tile, you can just loop over all the units in the tile, using tile.units.
Or to create a Table of Tables while moving said units on a single tile !Guess the best solution in my case would be an other "empty" map, just used for that purpose, so that locations are kept AND we can be sure tiles are empty then.
Too bad I realise this now, yet good to know.
Another one being having an innacessible zone on map, like create one in siberia in this scenario, to use on that purpose
Guess we'll have a second Major fix to implement that then...