Flintlock
Emperor
- Joined
- Sep 25, 2004
- Messages
- 1,221
I've managed to replace the wake/activate labels on the right-click menu. Here's what it looks like so far:
I still have to figure out how sentry and worker automation are tracked. General automation is not tracked by a unit's usual state field since that will get occupied by whatever job the automation logic assigns it. I.e., an automated worker building a road will be in the "build road" state. The more specific automation modes like auto-clear pollution do have their own states. Sentry mode might be one of the states. There are three I haven't decoded yet, although I believe they're used by the unit AI and sentry status is tracked separately.
Here's the full table of unit states if anyone's interested:
I've been thinking about putting the full states on the menu, e.g. "Building road", "Irrigating", etc. instead of "Working". Not sure that would be helpful though.
I still have to figure out how sentry and worker automation are tracked. General automation is not tracked by a unit's usual state field since that will get occupied by whatever job the automation logic assigns it. I.e., an automated worker building a road will be in the "build road" state. The more specific automation modes like auto-clear pollution do have their own states. Sentry mode might be one of the states. There are three I haven't decoded yet, although I believe they're used by the unit AI and sentry status is tracked separately.
Here's the full table of unit states if anyone's interested:
Code:
NUM | STATE | LABEL
0 (No state) Idle
1 Fortifying Fortifying
2 Build Mines Working
3 Irrigate Working
4 Build Fortress Working
5 Build Road Working
6 Build Railroad Working
7 Plant Forest Working
8 Clear Forest Working
9 Clear Wetlands Working
10 Clear Damage Working
11 Build Airfield Working
12 Build Radar Tower Working
13 Build Outpost Working
14 Build Barricade Working
15 Intercept Intercepting
16 Go To Moving
17 Road To Tile Working
18 Railroad To Tile Working
19 Build Colony Working
20 Auto Irrigate Automated
21 Build Trade Routes Automated
22 Auto Clear Forest Automated
23 Auto Clear Swamp Automated
24 Auto Clear Pollution Automated
25 Auto Save City Tiles Automated
26 Explore Exploring
27 ? (None)
28 Fleeing (None)
29 ? (None)
30 ? (None)
31 Auto Bombard Bombarding
32 Auto Air Bombard Bombarding
I'll look into removing this behavior, at some point. Honestly there are so many things I want to do that I doubt I'll get around to this for a few months.The big problem since the release of Civ 3 is, that in Civ 3 there is a special programming, that destroys every mobile air unit when a land unit of another civ is drawing on the tile with the mobile air unit without any regard to the defense values of the mobile air unit
That is convenient.It is true that the game provides 5 different shades for movement LEDs, but in practice it only uses the green, yellow and red ones.