Thunderbrd
C2C War Dog
8190
@Alberts and anyone else who works with the dll... I'm not sure how I managed to accidentally commit the makefile paths file (Well... it had something to do with using a backup SVN fileset and forgetting to, on THAT set, make sure it the makefile paths was set to not commit) but you may need to back that up before you update because it looks like it just got added and I'm not sure how to specify one file to be de-committed.
As for the AI, that can be addressed in the naval worker AI routine so that they only seek to build routes to connect 2 land areas if that's possible and perhaps connect to any fish resources if that's something that does have a beneficial game effect.
As for the bugs, those particular ones weren't entirely unexpected that there would be some small issues that weren't able to be found with the test cases I ran (which I'd hoped would cover everything but can understand if they didn't.) If we find more 'unusualness' regarding move/attack rules, make sure to quickly express that here on the forum please!
- Debugs a crash
- Debugs Always Hostile HN units' abilities to attack
@Alberts and anyone else who works with the dll... I'm not sure how I managed to accidentally commit the makefile paths file (Well... it had something to do with using a backup SVN fileset and forgetting to, on THAT set, make sure it the makefile paths was set to not commit) but you may need to back that up before you update because it looks like it just got added and I'm not sure how to specify one file to be de-committed.
Nothing there can't be fixed of course. I could put a tag on routes that would enable us to restrict the route to a particular set of terrains if they are defined. If we do that, perhaps at least 2 types of tunnels can be made, one that's restricted, and another that is not that comes up as possible to build at a later tech.You misread. The request was for the tunnel to be restricted to coast to start with. However just like on land there is no way to restrict where you can build a route eg not build in dunes.
They already have the ability to have increased movement by technology. Just like the routes do. We could just have roads and have them start out with the speed of mud paths and increase speed with tech until they are jump lanes, but they would always look like roads.
Even if we had the ability to restrict the building of routes by terrain or terrain feature we would still have the problem that the AI will build them everywhere. Left to itself the AI will build tunnels on all of its coastal tiles.
As for the AI, that can be addressed in the naval worker AI routine so that they only seek to build routes to connect 2 land areas if that's possible and perhaps connect to any fish resources if that's something that does have a beneficial game effect.
As for the bugs, those particular ones weren't entirely unexpected that there would be some small issues that weren't able to be found with the test cases I ran (which I'd hoped would cover everything but can understand if they didn't.) If we find more 'unusualness' regarding move/attack rules, make sure to quickly express that here on the forum please!