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.

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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