Very nice mod
. But I often get this while waiting for next turn:
You found two new bugs:
Code:
Assert Failed
File: g:\games\sid meier's civilization 4\beyond the sword\mods\_pf bts\tmp\sdk_bts\cvgamecoredll\cvunitai.cpp
Line: 7119
Expression: canDefend()
Message:
and
Code:
Assert Failed
File: g:\games\sid meier's civilization 4\beyond the sword\mods\_pf bts\tmp\sdk_bts\cvgamecoredll\cvunitai.cpp
Line: 16915
Expression: false
Message:
The cvselectiongroupai.cpp assert we've encountered before, but unfortunately I have no idea what's causing it.
Did you get the canDefend() assert at the same time as the cvselectiongroup ai assert?
The last one is caused by hovering over the culture bar while you have a positive Planet. The cause of this is known and will be fixed in the next DLL.
Thanks. Though unfortunately I can't do anything with max files.
I'm a complete graphics ignorant, so the only way I can include graphics in the mod is if all the necessary files are there (ie nif) and the only thing I still need to do is do the XML. Though hopefully other people will be able to help further with these graphics.
Are we planning on having different graphics for the Missile I/Missile II etc. units?
Later on, but I'd suggest to wait with making final graphics for these until we have the unit system coded in SDK. The best to deal with these is probably not making full unit graphics for each unit, but let the weapon be attached to a base unit graphics, like promotions change the graphics of the Gravebringers in Afterworld.
So in the meanwhile I think it's best to concentrate on so-called "Total Concept Units" which can't be modified by a unit workshop. Usually non-combat units except for native life. This means colony pod, former, sea former, mind worm...
[quote["grey goozer" [nanobots which eat everything?].[/quote]
Yep.
What is the Unity Supplies thing represented by the great merchant model?
I mean, what should the unit look like? Boxcar on tracks?
No idea. You got any ideas/inspiration?
I think The Cloning Vats should have +30% food store, instead of +60%. Else you will keep 90% with the Children's Cresh.
Yeah I agree. In an earlier tech tree Cloning Vats came in the very endgame, meaning such a bonus might not be so unbalancing. Where the building currently is, the effect should indeed be less.
*Pillaging a forest will leave a real forest.
I don't understand. How can you pillage a forest? Doesn't the forest improvement disappear after planting a forest?
*Strength upgrades does not work.
Indeed.
Known. Will hopefully have unit code by Ellestar for the next version.
*Choppers should move at least on shores, and should not get penalty for attacking over rivers.
Choppers are kinda tricky. I'd prefer them to be like choppers in SMAC (without multiple attacks) but unfortunately that's not possible in Civ4.
Will definitely make them cross rivers without a penalty though!