Recent content by Flunky

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    DOWNLOAD & INSTALLATION (latest vesion: 2025-04-21)

    We did have and fix this bug a while ago. Are you on the current beta 6.15h or a previous version?
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    Pie AE K-MOD merge Project

    My biggest confusions right now: - Why can't I select anything in the world builder? iData2 is always 0. - Why do animals just sleep with Super Forts on and attack relentlessly with Super Forts off?
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    Pie AE K-MOD merge Project

    I found a way to reactivate the colored plots. I had to comment out a BUG line setting the default return value. Since I don't fully understand the BUG way of hooking callbacks, that's likely a bit hacky. Could you explain to me, how the BUG python hook system is supposed to work and/or if we...
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    Pie AE K-MOD merge Project

    So I was trying to find a reason, why there is no colored circle showing the city for which a hunter would hunt. CvGameUtils::updateColoredPlots just doesn't get called. Maybe something to do with the way BUG works? updateColoredPlots gets registered on game start, but what then? There is no...
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    Pie AE K-MOD merge Project

    Many things work, some don't yet. The circles are likely a wrong setting I don't see. The whole coloredPlots function is not called at the moment. BUG introduces a whole new way to include mod components and register their functions which I don't fully understand. We are making animals...
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    Pie AE K-MOD merge Project

    I'm on it.
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    Pie AE K-MOD merge Project

    You should be able to just copy it over your existing kmod-PAE version, at least that's what I do.
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    Pie AE K-MOD merge Project

    Yes, but not with my save.
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    Pie AE K-MOD merge Project

    Assets should be fine. Very strange.
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    Pie AE K-MOD merge Project

    Ok, if there's no promotion against melee-animals anyway, I'll change them to real animals :D For the animal behaviour, are you certain you are using the most recent dll? Are you using the version with or without Asserts?
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    Pie AE K-MOD merge Project

    I find that really curious, because for me, animals behave well. Not as suicidal as with AI_ATTACK, but they are attacking from the beginning and snack my hunters. I did some fixes to the Unit.xml, but nothing that changes behaviour. For now, animals should stay UNITCOMBAT_MELEE, so the...
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    Pie AE K-MOD merge Project

    Let me have a look at the combat AI regarding ranged/collateral. That concept is not in BtS, so probably AI doesn't know how to use those units. Why not use the attack AI for animals? We could put a modified copy in the animal AI. The search range should be 3, if we stay with the simple animal...
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    Pie AE K-MOD merge Project

    Yeah, idk what's wrong with the world builder. The files from Platyping subfolder are unchanged and in WBDesc I find nothing suspicious. Or is that MainInterface? I put up a pull request, I found some minor bugs in the merge.
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    Pie AE K-MOD merge Project

    Some units? Maybe archers? They should do collateral damage and use their ranged strike for that.
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    Pie AE K-MOD merge Project

    Ah good. Sounds plausible, let's try unitai_attack as default for animals. I can do the rewriting of unitcombat_melee to _animal, or did you already start that? No, random returns from 0 to num-1, according to the comment in CvRandom.h. So rand(8) is fine to get numbers from 0 to 7.
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