45°38'N-13°47'E;13686099 said:Those settings are hidden because they're quite sensible and shouldn't really be changed. If you know what you're doing you can find them in the config folder, there's an XML file, I don't recall the name and I can't check now
@Afforess: Could you explain to me how the caching unitcombat production works ? I've managed to stop a building production based on a code, but if i use the same code in "canTrain()" (for unitCombat), it doesn't do anything.
Thank you. It didn't worked however. I managed to act on City train at CvCity::canContinueProduction() level. So i've got a function which check if the city tile is full and prevent to build a new unit (that was just a test).Call CvCity::invalidateCachedCanTrainForUnit.
int iI;
CvPlot* pLoopPlot;
for (iI = 0; iI < city_owned_tiles; iI++)
{
pLoopPlot = this->area()-> ???
}
EDIT: I've managed to code the function. I'm not sure it's really optimized so if you have time to review it after i publish it, that would be nice. Basically, i think i've fixed the flaws in 1UPT by preventing a city to build an unit if there is no more room to place it in the same continent on owner's tiles.
A minor thing related to the High and Low option coupled with Start with Minors.
The Carthaginians were the first civ I got in this game, and I was switched to another before researching Writing and getting out of "minor" status.
Now that I got to the third civ and started exploring the oceans, I made contact with the Carthaginians... who are tagged "minor", though we are not automatically at war.
Spoiler :
[...]
2. Using Custom Game to start in a later era than ancient (modern for example) makes technologies be very expensive, even on usually very fast speeds like Quick or Blitz:
Manufacturing costs 406721 on Quick Speed / Large World / Modern Era
Manufacturing costs 11856 on Quick Speed / Large World / Ancient Era
If this is working as intended I find it overkill that it takes ~100 turns to research a technology with a 4k big empire on a fast speed.
@45: Here's another example of option that should be default. If we force Realistic timescale, then we can fix that kind of bug. There is no point in discovering Arcology in year 1200Start you are researching later techs much earlier than in a normal start, so the code makes them much more expensive.
Might this be because you have the "Realistic Timescale" option enabled? (this is a BUG menu option)
Ok I have played for two days +, about 30 hours, and no CTDS. so I have turned Active Fighter Defense back on.
Thanks oldnoob!Today I have received 2 non repeatable ctds so I turned off active fighter defense to do another test for a few days. If there are no more non repeatable ctds then I believe that will justify a look into active fighter defense for a bug.
It's on already by default I think. I would leave that an option because there are people who like tanks around 1000 AD and you never know what might happen in scenarios.@45: Here's another example of option that should be default. If we force Realistic timescale, then we can fix that kind of bug. There is no point in discovering Arcology in year 1200
Advanced start has never been balanced. It's on to do list but very low priority.Two bugs that I've experienced:
(I've searched around but haven't found them mentioned)
1. The advanced start option appears to be broken for me, the "Map Mode" window is prohibiting me from selecting/building any improvements and starting the game.
2. Using Custom Game to start in a later era than ancient (modern for example) makes technologies be very expensive, even on usually very fast speeds like Quick or Blitz:
Manufacturing costs 406721 on Quick Speed / Large World / Modern Era
Manufacturing costs 11856 on Quick Speed / Large World / Ancient Era
If this is working as intended I find it overkill that it takes ~100 turns to research a technology with a 4k big empire on a fast speed.
45°38'N-13°47'E;13689517 said:It's on already by default I think. I would leave that an option because there are people who like tanks around 1000 AD and you never know what might happen in scenarios.