MagisterCultuum
Great Sage
Wouldn't that allow you to create Flood Planes on desert tiles that are next to rivers though? Those are not all flood planes originally.
That sounds a bit hacky to me. Why not <FeatureBlock(s)> (cannot cast on plots with that feature) and <AlwaysKeepFeature(s)> (or better names)? I think that would cover most cases stated here.
I was also doing something a bit hacky with <PyRequirement> because Sanctify and Spring still need some python, but <PyAlternateReq> will make things more clear.That sounds a bit hacky to me.
These are minor bugs, but they annoy me. A few entries in the Units and the Buildings xml files have the wrong entries for the civilopedia (as linked to the in the FFH Game text file). The swordsman links to the axeman pedia, the giant tortise to the elephant, etc. These all seem to come from FFH2 itself, not this mod. Still, if I sent a list of these, would you fix them in your mod? No change happens to the game stats, just the pedia is fixed.
Also, when FFH votes you leader of the Council, it still refers to the Secretary General of the UN. (At least it did the last time I played a couple of years ago). I can't remember the exact entry for that, but if you haven't already fixed it I could dig it up.
Sure. Or if you want to send a corrected XML file that would be great!
Yes, I'll to do that then.
There are a number of Council related texts that are from base Civ. They're on my to-do list, and I'd be glad to accept any help you could provide.
Sure. Or if you want to send a corrected XML file that would be great!
There are a number of Council related texts that are from base Civ. They're on my to-do list, and I'd be glad to accept any help you could provide.
As per your request, here are the xml files with the fixed pedia entries, and the fixed Council vote entries.
Another file fix for the Pedia.
Apologies if this one has already beend mentioned (long thread is long), but I'm playing a multiplayer game as the Infernals and getting OOS every time I conquer a city.
I'm not sure this is a bug or not: almost every time I play the Balseraphs, Loki is killed by the AI. Sometime between turn 220 and 260, when Loki is in another player's territory, they will declare war and attack him with horse archers. He is killed by the third or forth turn. There is no pop-up informing of his demise... he just vanishes.
I'm not sure if this is intended behavior, but it's new to my experience. (I'm also using the newest version of Some Modcomps by lfgr.) On Monarch, the AI's are "Declare War" happy.
I've had the same experience with this mod. I think the AI puts a lot of emphasis on power ratios.
eLoopUnit = ((UnitTypes)(GC.getCivilizationInfo(getCivilizationType()).getCivilizationUnits(iI)));
[B]if (kOwner.isAssimilation() && getPreviousOwner() != BARBARIAN_PLAYER)
{
if (getPreviousOwner() != NO_PLAYER)
{
eAltLoopUnit = ((UnitTypes)(GC.getCivilizationInfo(GET_PLAYER(getPreviousOwner()).getCivilizationType()).getCivilizationUnits(iI)));
if (eAltLoopUnit != NO_UNIT)
{
eLoopUnit = eAltLoopUnit;
}
}
}[/B]
In CvCityAI.AI_bestUnitAI(), there is a bit of code that is probably unnecessary: