I can't reproduce this. Air units ignore building defense. So when an air unit is selected, CvCity::getDefenseModifier computes the modifier without buildings. If that's 0, then no modifier is displayed on the main map. However, as a city takes damage, the defense modifiers with buildings and without should gradually converge; so if it's 0 when an airplane is selected, it should also be 0, or at least very close to 0, when a Catapult is selected.airplanes, cannot bombard cities.
when you carry out an air bomb mission, on a city with x deference, no damage is deducted from the city.
the message that is given is like a successful hit, only with the current unchanged city defense.
in addition, when just choosing an airplane, the defense modifier , on the city, the white colored font,
dis appears .
ok i got it,
your ignore building defense check, renders the airbomb not to reduce damage.
How so?
chg is negative and gets added to the defense modifier. So min(0,... should be correct. For"pCity->changeDefenseModifier(std::min(0, (int)::floor(chg)));"
maybe it should be:
pCity->changeDefenseModifier(std::max(0, (int)::floor(chg)));
When the AI contacts you at the start of a turn? How slow, and which part? The offer/ demand or when negotiating at the trade table? Or the Foreign Advisor screen? (Which tab?)second issue is with multiplayer -
diplomatic screens become pretty slow when they pop, they gets stuck a bit. seems that its not be like this i think.
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In a quick test, I did see it when hovering over my own name on the scoreboard or portrait (screenshot attached) on the Foreign Advisor. Looking at the code, I also don't see why it wouldn't work. It would be easy to tell with a savegame.Two things I have noticed in my current game:
1. War Weariness does not show up somehow, at the Scoreboard or Foreign Adviser. I can't find it anywhere else. My capital does show a +1 anger with "War ... What is it good for? ..."
Good catch. I had removed some redundant code that the Advanced Combat Odds (ACO) mod and BtS had in common (or so I thought). ACO shows negative modifiers because that's how the calculation actually works; however, ACO shows those negative modifiers under the defender – showing them under the attacker (Rifleman) is nonsense. Edit:2. Rifleman has "+25% vs. Mounted Units" on Civilopedia. It is shown instead to be "-25%" vs an enemy Knight, while holding Alt + Mouse hover. The final odd is correct though. This appears to be display issue only.
Thanks. For a new player you already seem to be quite well familiar with the UI and its little nooks and crannies.Thank you, f1rpo, for sharing this great mod. I'm a new Civ4 player and have tried BAT for a few games so far. I only have my very first AdvCiv game. Although not yet finishing it, I like AdvCiv a lot because of the non-passive AI.
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. I'm a new Civ4 player and have tried BAT for a few games so far. I only have my very first AdvCiv game. Although not yet finishing it, I like AdvCiv a lot because of the non-passive AI.
I guess that Civ4 manual was unclear about WW, mine vs others. Learned the correct WW from you. Thanks!
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