Same, it's not infinite all the time but it's definitely not being limited properlyDon't know if this is the right place to report, but I don't get a build limit on the Roman Fornix. It seems I can build one in every city, regardless of number of eliminated AIs.
Exactly, puppets like to build them.Same, it's not infinite all the time but it's definitely not being limited properly
Also my puppeted cities sometimes build them which is silly
In my case, I had eliminated one AI and ine CS. So I should be allowed to build 3. But even after completing 3, new ones could be added to the production queue. I just don't build them. It would be massively OP.They are handled by a dummy being added/removed on elimination/construction. This means that all cities can try to build one at the same time if you are allowed to build 1, but once 1 is built the ability to build one is removed again.
Also my puppeted cities sometimes build them which is silly
Add this code to fornix.lua if you want puppets to stop building them:Exactly, puppets like to build them.
function NoFornixInPuppet(iPlayer, iCity, iBuilding)
local pPlayer = Players[iPlayer]
if not (pPlayer and pPlayer:GetCivilizationType() == eCivilizationRome) then return true end
if iBuilding == GameInfoTypes.BUILDING_ROME_FORNIX_2 then
local pCity = pPlayer:GetCityByID(iCity)
if pCity and pCity:IsPuppet() then return false end
end
return true
end
if Game.IsCivEverActive(eCivilizationRome) then
GameEvents.CityCanConstruct.Add(NoFornixInPuppet)
end