Oh! Those bugs actually got reported on Steam, so I patched them up there... but I haven't updated the direct download yet! The Special Forces graphics and flag were actually entirely missing, and the Biofactory had the bug that I'd named the PrereqTech incorrectly when moving it in the tree.
Updated copy now on Dropbox
here.
I was testing this new version. And i found these problems.
1) The dinos are still spawning even i researched the Designer Lifeforms (TECH_GENGINEERING)
Solution: In FutureLua.lua
Code:
function JurassicParkBonus(iPlayer)
local pPlayer = Players[iPlayer];
print("Checking for Jurassic Park")
[COLOR="Blue"]if (pPlayer:GetBuildingClassCount(iBuildingJurassicParkClass) > 0)[/COLOR] [COLOR="Red"]"AND TECH_GENGINEERING ISNT RESEARCHED"[/COLOR] [COLOR="Blue"]then[/COLOR]
local iCheckForDinos = JFD_GetRandom(1, 100)
if (iCheckForDinos < iChanceDinos) then
local tPlots ={}
for pCity in pPlayer:Cities() do
if pCity:IsHasBuilding(iBuildingZoo) then
local pCentralPlot = pCity:Plot()
for pPlot in PlotAreaSpiralIterator(pCentralPlot, 3, SECTOR_NORTH, DIRECTION_CLOCKWISE, DIRECTION_OUTWARDS, CENTRE_EXCLUDE) do
local iImprovement = pPlot:GetImprovementType()
local iTerrain = pPlot:GetTerrainType()
local iOwner = pPlot:GetOwner()
if (((iTerrain == iPlains) or (iTerrain == iGrasslands)) and (iOwner == iPlayer) and (pPlot:GetNumUnits() == 0) and not (pPlot:IsMountain())) then
table.insert(tPlots, pPlot)
print("Inserted plot")
end
end
end
end
if #tPlots > 0 then
local randomNumber = JFD_GetRandom(1, #tPlots)
local tPlot = tPlots[randomNumber]
local iDinoNumber = JFD_GetRandom(1, 6)
print("Dino Type is " .. iDinoNumber)
local iDinoType = iTRex
if (iDinoNumber > 3) then
iDinoType = iRaptor
else
if (iDinoNumber > 1) then
iDinoType = iTriceratops
end
end
local nUnit = Players[63]:InitUnit(iDinoType, tPlot:GetX(), tPlot:GetY())
end
end
end
end
GameEvents.PlayerDoTurn.Add(JurassicParkBonus)
2) And apparently, you forget to clean your lua (you still have "print" function)
3) How to train the dinos? I researched the Designer Lifeforms, and i still cant buy the dino. I think its because there is no <PrereqTech> unit in unit.xml
4) When i right-clicked on NanoHive icon, it was showing the nanohive promotion info, not the noanohive unit info.
5) The crawler has 2 promotions of indirect fire.
Solution: in unit.xml, you gave it the 2nd indirect fire
Code:
<Row>
<UnitType>UNIT_FW_BIOINFANTRY</UnitType>
<PromotionType>PROMOTION_AMPHIBIOUS</PromotionType>
</Row>
<Row>
<UnitType>UNIT_FW_CRAWLER</UnitType>
<PromotionType>PROMOTION_FREE_PILLAGE_MOVES</PromotionType>
</Row>
[COLOR="Red"] <Row>
<UnitType>UNIT_FW_CRAWLER</UnitType>
<PromotionType>PROMOTION_INDIRECT_FIRE</PromotionType>
</Row>[/COLOR]
<Row>
<UnitType>UNIT_FW_NANOHIVE</UnitType>
<PromotionType>PROMOTION_FLAT_MOVEMENT_COST</PromotionType>
</Row>
6) You have new units, and everything is perfect (atlas icons = check, SV icons = check). But your improvements still dont have the SV icons. The unit Mutan and Biodrone still dont have the SV icons. And the unit power armor, chimera, vertol hover tank, cybersub, arsenal ship, advan destroyer, drone figter still dont have the "proper" SV icons. They are using the existing icons.
7) When i built the support core near the city (1 tile radius), it had 2 gold and 2 prod. But none in other places.
8) Whats the different between aquaculture and tidal array?
9) When i buy the special force, organic infantry, biotroper, i dont have extra sign while embark and embark with defense promotions. But i have em when i upgraded from the marine unit.
10) I see you are using the "all tile cost 1" promotion alot. I think its better to use the "ignore terrain" promotion. So, you can still use the road and railroad.
11) When i checked your xml (artdefines.xml) i saw the observer drone (its not in "comment"). I thought it was already on (i cant build/buy it), but apparently you forgot to mark it as comment. I think in the future you can use it as scout upgrade. Perhaps you also can make it able to see the unseen units (submarines or units with gengineering promotion/invisible)
12) LOL, i gave the crawler to the city state and it became invisible(unbeatable). It produced alot of missiles and stored it in the cities (they captured alot of cities).
13) I didnt hear the sounds of the dinos.
Forest? What it is? Oh, wait, i can build that. On diety, if there is civ that can only have three or less cities, it's going to help more them than me. I just deleted all civ with production bonus (even egypt and rome), it helps a lot and i will try with mods that modify food buildings.
I have supercarrier, just you know, it would be cheaper other way.
I mean Reforestation mod + City Working Distance mod