@Vokarya:
- Deleted many secondary tech requirements from units (tried to consolidate most units at just one tech requirement)
- Slinger moved to Hunting and increased city defense to +50%
- Javelineer moved to Crafting and added +50% vs mounted
- Keshik is now a Rider replacement
- Elephant Rider has no city attack bonus
- War Elephant changed to base 9 Str, +3 with Siegecraft
- Grenadier moved to Grand War
- Light Cavalry moved to Military Science
- Motorized Infantry requires Vulcanized Rubber
- Carrier, Supercarrier, Fusion Carrier can only defend; removed coast attack and defense penalties
- Helicopter, Gunship, Seaplane, Fighter, Early Bomber, Bomber require Aluminum or Steel
- Stealth Bomber cannot Fighter Engage
- Hybrid Gunship requires Aluminum or Durasteel
- Bolter Infantry added +25% city defense; removed see invisible, Blitz promotion, bonus vs. gunpowder and tracked
- Genetic Soldier starts with Heal and Mobility
- Super Soldier requires Incubation Center; starts with Amphibious, March, Heal, Mobility
- EMP Infantry removed Blitz promotion
- Cyborg removed air range, ignore terrain movement costs, withdraw; requires Augmentation Center
- Power Armored Infantry, Scout Mech, Assault Mech require Microchips
- Aurora Scramjet, Orbital Bomber, Orbital Fighter are not invisible
- Hacker can Steal Plans and Investigate City
@Vokarya:
Do you have a list of which units have been changed? Or will I have to go through all UUs in the MegaPack to update?
@45
Just letting you know that I have been testing new 100 civ dll with 65 civs and so far all looks fine. Turn times r little longer of course but not much.
In one of my autoplay test games i noticed weird bug with production, one civ seems like not building anything and checking in WB shows that civ was trying to train warrior but it would take over 200000 turnsI used cheat codes to change player and checked what was going on, for some reason there was huge negative amount of production.. tried to open city screen but that freezes game. I try to reproduce that and deliver save game but so far no luck..
And if you could see can you also increase max civs on score board![]()
@45°38'N-13°47'E My problem isn't writing logic. My problem is knowing to look in UnitInfo (not too hard) and knowing to change CvPlot (mind-bending hard). ... was that a typo? How could CvPlot possibly relate to city commands?
Please make it clear to me: It doesn't specifically check for Omnifactory but for ANY building set in OverrideResourceBuilding tag, right?I just changed this line to check if these resources are available OR if Omnifactory is present in the city.
I didn't see any notification in civilopedia about OverrideResourceBuilding whether it applies to a unit or not. Or am I missing something?
Please make it clear to me: It doesn't specifically check for Omnifactory but for ANY building set in OverrideResourceBuilding tag, right?
@Vokarya:
Are you planning a new update in the near future (this August or September) related to units and buildings?
If so, than I will wait for it to update MegaPack.
What about revision number?
Manual fixing?
I've updated from 1071 but it still says 1071 though latest changes seem to have applied.
When I hover mouse over flag,bottom right.Where does it say 1071? CvModName.py says 1079.