Auto Exploration

Auto Exploration 0.9.1

Reviews 4.50 star(s) 7 reviews

Mods don't work when I decompress the file into the mod folder.
Great mod, does a good job of exploring, and to be honest, a lot better than the scouts in VI. A bit of feedback: It would be nice if the button was on the extended actions section (like promoting, or waiting), as quite a few times ive clicked auto explore while cycling through ranged unit attacks. Given its an uncommon action to take, it would fit there
C
chrispresso
Will look into addressing that feedback soon!
Hello, I’ve created translation support for 10 additional languages for this mod. How can I send the files to you? The "Discussion" section for your mod is not enabled, and I can’t upload attachments there.
The lag issue is fixed! Thank you so much for being so quick about it (and sorry for the delay in reviewing)! The only other thing I've noticed so far is that they tend to circle the same areas around my city at times. I usually have to turn off the auto-explore, move them somewhere else, and turn it back on again to get them to move about a bit.

Tip for everyone as well: Periodically check in on where the scouts are to make sure they're not trapped in pockets created when other civs expand their settlements. You can also check in to see if they're running around any unexplored civs and request open borders so they can move around in there.
Seems the lag issue is fixed which is fantastic.
The pathing seems a little weird where I noticed my scouts were 'pacing' a bit through revealed territory, though rarely. Sometimes the pathing also favored unrevealed territory that was much farther away than that which was right next to the unit for some reason. From what I could tell the pathing did do an excellent job of going after goody huts.
Lastly, I hope there's a way you might implement a different visual icon for the activate and deactivate versions of the toggle in the unit action bar. The two having identical buttons makes it a hard to distinguish at a glance.
Despite all of this, excellent work! I look forward to your future improvements!
Does what's on the tin, but my group couldn't manage to stop auto exploring once we start until we restart the save
C
chrispresso
Why would you ever want to stop?

But more seriously, what other mods are you using with this? And do you happen to have the UI.log from that?
Really love it. Two things:

1. If auto-explore is turned on, it causes severe lag during the AI's turns. I'm not sure what could be causing that, but I wanted to let you know.
2. I had to delete a scout today because I couldn't turn off the auto-explore, and he kept getting stuck near a hostile camp. I may have been doing something wrong here, so I'll try it again and let you know.

However, I'm so happy to have something like this again. It's a big lifesaver and allows me to focus on more development stuff in the cities & towns. Thank you!
C
chrispresso
Thanks for the feedback! I'll look into both. Someone else DM'd me to let me know about lag too, so you're not alone there. I'll try to get something going hopefully soon for these and maybe get some debug logs that could help root cause.
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