HungryForFood
Prince
Fairly sure rebase range is calculated automatically from the operational range. Also fairly sure move rate is for the move animation.
My guess is changing the range value to a proper integer, rather than a lookup to the triplane's value might fix this...Fairly sure rebase range is calculated automatically from the operational range. Also fairly sure move rate is for the move animation.
Doubt so, because the lookup is done on the sql side. The resulting database should be the same by the time the DLL processes it.My guess is changing the range value to a proper integer, rather than a lookup to the triplane's value might fix this...
I know, I was referring to potential bug with local install, so I could try to update it.Older/newer versions won't have the fix; SPAD hasn't been touched in months.
Range is ok, because I have this red 'circle' indicating where I can hit.
Air rebase range is 2x the range of the unit. It might be as simple as just changing the range value of the fighter to an integer.
Set "Range" in the SQL to "5"; that might do it
If Range is incorrectly set to 0 then how the red 'circle' indicating where I can hit would work?My guess is changing the range value to a proper integer, rather than a lookup to the triplane's value might fix this..
Ok, I will try that when I'm home.Also can confirm the 'Special' column is missing, that's probably the culprit. You'll need to inherit 'Special' from the Triplane.
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-- Units
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INSERT INTO Units
(Type, Class, PrereqTech, Range, BaseSightRange, RangedCombat, Combat, Cost, FaithCost, RequiresFaithPurchaseEnabled, Moves, Immobile, CombatClass, Domain, DefaultUnitAI, ObsoleteTech, GoodyHutUpgradeUnitClass, XPValueAttack, AirInterceptRange, Description, Civilopedia, Strategy, Help, Pillage, MilitarySupport, MilitaryProduction, IgnoreBuildingDefense, Mechanized, AirUnitCap, AdvancedStartCost, RangedCombatLimit, CombatLimit, XPValueDefense, IsMounted, UnitArtInfo, UnitFlagIconOffset, UnitFlagAtlas, PortraitIndex, IconAtlas, MoveRate, Special)
SELECT 'UNIT_FRANCE_SPAD', Class, PrereqTech, Range, BaseSightRange, RangedCombat, Combat, Cost-220, FaithCost, RequiresFaithPurchaseEnabled, Moves, Immobile, CombatClass, Domain, DefaultUnitAI, 'TECH_LASERS', GoodyHutUpgradeUnitClass, XPValueAttack, AirInterceptRange+1, 'TXT_KEY_UNIT_FRANCE_SPAD', 'TXT_KEY_UNIT_FRANCE_SPAD_TEXT', 'TXT_KEY_UNIT_FRANCE_SPAD_STRATEGY', 'TXT_KEY_UNIT_FRANCE_SPAD_HELP', Pillage, MilitarySupport, MilitaryProduction, IgnoreBuildingDefense, Mechanized, AirUnitCap, AdvancedStartCost, RangedCombatLimit, CombatLimit, XPValueDefense, IsMounted, 'ART_DEF_UNIT_FRANCE_SPAD', 0, 'UNIT_FRANCE_FLAG_ATLAS', 0, 'UNIT_FRANCE_ATLAS', MoveRate, Special
FROM Units WHERE Type = 'UNIT_TRIPLANE';
It worked!
BTW, I'm the first to play as France with this mod mod?![]()
Only mighty Mother Russia is to conquer. I'll show them your Grande SPADs, which are not useless now!Beat the world as Napoléon, Polish friend ! Show them our excellent Grandes Écoles, our beautiful Grande Armée, our delicious Grande Cuisine !
Spoiler I have no shame :
Is version 32.2 compatible with the new 6-14 beta? e.g. many unit Combat Strengths have been buffed, so should I wait for a 32.3 with higher CS values, or just go ahead and try 32.2? I'm eager to try the new happiness system, but I'm willing to show restraint if there's a new version of 3rd/4th uniques coming out soon![]()
the lua has been deleted
I have just finished a game as France and I think that SPADs might be OP with French UA. I would change logistic for sth else.