As a matter of fact, I looked into it a few months ago when it happened in one of my own games, but didn't make much progress. It is interesting to see the same thing occur in a different save under different circumstances, that does help narrow the cause down a bit.
In that save, the bugged...
Sadly, I don't see any evidence of this mission in the Conquests EXE. There's a central method that performs espionage missions and this one is not listed among the ones it can perform. Also there are no strings related to poisoning water supplies. By strings I mean things like...
From what I've seen so far inside the EXE, the game never considers which city would be the best to work a given tile. It's always the other way around, cities choose what to work from among the tiles available to them. I expect what happened between those screenshots is that first Moscow gave...
I hope to make significant progress integrating Lua by the end of this year. So far all I have done is that proof of concept I showed a couple of years ago, where I reimplemented the disorder warning in Lua. My rough plan is: first, to finish R24 within a few weeks. Its big addition will be the...
Done! It was relatively simple matter of intercepting the function calls the game makes to draw each type of yield icon and modifying the X positions in each one. The new positions just step to the right at each call, like the original game does, except for all yield kinds together instead of...
It's an interesting idea to have cities defect to the barbs, although if the condition is tied to continuous disorder it would almost never trigger in practice. For human players, the disorder warning means that letting cities go into disorder is a choice. For the AI, I don't think I've ever...
Could you have somehow mixed up the files from different mod versions? That's the only reason I can think the compilation would fail, especially with that error. It's as if C3X.h is from a version before cultural_ni_to_standard was added as as field.
Years ago I looked into making the city...
Welcome! Unfortunately it's not obvious in the AI's logic where this restriction is. There are a few points in the AI's city location evaluator where it checks bits on tiles surrounding the location that might be checking if the tiles are within any borders, but I don't actually know what those...
Stack limits are already broken down by class (land, sea, or air), and if I were to break them down further by town, city, metro, or none, the limits would have to set as a table of 12 entries. I'm reluctant to make the config that complicated. It also wouldn't even please everyone, I've gotten...
It's nothing so strange. As it turns out, the check for unit type's sacrifice ability is in the expected place, the main function that checks whether a given unit can perform a given command. I just didn't notice it initially because the code I'm looking at has been passed through an optimizer...
Lua was originally designed as an extension language and that's mostly what it's used for, for example Civ 5 used it for its interface. It's supposed to be very easy to call C/C++ to/from Lua. I don't know how it compares to Python, though, as I've never tried to use Python in that manner. I...
Yes, definitely. Fixing bugs is always a priority, doubly so for game stopping ones.
Not at the moment. Right now perfume can only be specified as one or the other and if you specify perfume twice for the same item, the second amount will overwrite the first. It's possible to program in what...
New in this version:
- Include AMB editor
- Option to throttle AI's expansion by temporarily applying perfume to settlers each time it founds a city
--- Controlled by two settings named ai_settler_perfume_on_founding(_duration)
- Disallow trespassing setting kicks trespassers out of each...
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