Among all my mods BTS should have the least issues, since I changed very little in it. Can you post you Lua.log file, after you open the TradeOverview panel and then sort it? One thing you should know is if you have no free trader then the available routes tab will be empty. It is the limitation of the base game code that returns false anytime I check if a route is possible. Hence for the Available routes tab to have anything you must have a free trader slot. As for the last one, can you post a screenshot of the tooltip you get when you hover above the turns-to-complete. The final amount of turns depends also on game speed, so let me know if the game is on Quick or Marathon etc.I've got some issues. The tab Available Routes is empty. My Routes and Routes to my Cities are OK (filled with correct data).
The radio buttons for sorting are not working (i.e. yields, turns). But drop-down lists for sorting work.
Also shows turns-to-complete 3x-4x longer than it should be (I have TRs in range 25-40, it shows 80-140).
1. Re: Available TRs. The original window displays routes even if at limit. I have 14/14 now and it shows them. Takes a lot of time (60+ cities on the map) but they appear (see screenshot). Maybe Firaxis fixed something here.Among all my mods BTS should have the least issues, since I changed very little in it. Can you post you Lua.log file, after you open the TradeOverview panel and then sort it? One thing you should know is if you have no free trader then the available routes tab will be empty. It is the limitation of the base game code that returns false anytime I check if a route is possible. Hence for the Available routes tab to have anything you must have a free trader slot. As for the last one, can you post a screenshot of the tooltip you get when you hover above the turns-to-complete. The final amount of turns depends also on game speed, so let me know if the game is on Quick or Marathon etc.
No, it doesn't make sense. I've played this game and I know how often they finish and how often I need to set a new TR. The values from original window are correct.2. The turns make sense, the distance the trader travels is 70 hexes, one round trip, hence the massive 140 turns.
-- Update distance to city
local distanceToDestination:number = Map.GetPlotDistance(originCity:GetX(), originCity:GetY(), destinationCity:GetX(), destinationCity:GetY());
routeInstance.RouteDistance:SetText(distanceToDestination);
What exactly should I choose? Because I've checked all combinations and none removes grouping by civ. Specifically Group Setting = "None" doesn't remove it.@InfixoAlso you just disable grouping with the pulldown, that way it shows all routes, with no grouping based on origin/destination.
Which tab are you talking about? Some tabs are not affecting by the grouping setting. Are you talking about My Routes tab?What exactly should I choose? Because I've checked all combinations and none removes grouping by civ. Specifically Group Setting = "None" doesn't remove it.
Yes.Which tab are you talking about? Some tabs are not affecting by the grouping setting. Are you talking about My Routes tab?
Hm. It's working now, I mean sorting in Available Routes.I have not added the feature to remove grouping in my routes tab, but can look into it. As for Available routes tab, it should still sort regardless of grouping. Maybe you are seeing a lot of yields being the same since the top destination leads to the same yield? Can you send me a screenshot of available routes after sorting.