Setting the function to False solved the problem I was having, but maybe the C3X hotkey could simply(?) be changed to e.g. "Ctrl-L" instead?
Unfortunately it's not simple. The game has a separate code path for key presses with modifiers like control and I haven't mapped it out yet so I wouldn't know where to intercept that input event. In general the game's input handling is a tangled mess of methods. There are a lot of them, they all call each other, and many of them do little or no work, instead delegating it to another method. For example, there are three different methods to handle a left mouse click on the game map and I don't know what the difference is between them. I haven't bothered figuring this out and really don't think it's worth the trouble.
For EFZI on turn 2 you can capture an invisible enemy unit with 0/0/2 stats (A/D/M).
(Then you escort it to one of your cities and upgrade it later)
With this mod running, I can't "capture" that unit - the unit simply dies (disappears) when I attack it.
In the Screen Shot of Sam Hammer's Biq Settings... you can see that
Recon is set... that is so he and the other Detectives can reveal areas of the Map as if researching it.
That may be what is causing some problem as neither Sam Hammer nor the Detectives are Air Units
Thanks for the info. I'll look into this and report back. Right off hand, I can't imagine how C3X could interfere with units being captured or how it could interact with recon missions at all.
@Flintlock Would it be possible to look at the code responsible for "Plague Disasters" to have more options or control over it? Imagine if you could change the percentage chance for plague to spread, the chance for it to harm a unit, and having a "unit" that has an action of spreading the plague to a city like a corpse catapult....
All of that sounds possible. I'll add it to the list.
I would be very interested in learning more about the AI and unit strategies. I can't recall which units if any have multiple strategies in the unmodified game, but surely the game was not optimized for multiple strategies. I always had the impression based on debug games that the ai makes two decisions pertaining to unit strategy. First is what to build, and each strategy is essentially treated as a separate unit for calculation purposes. Secondly, how the ai uses units that it has based on their strategy. If this proves not to be the case, it would be good to know how it works.
Also, it would be good if we could know from a saved game file what strategy is assigned when a player builds a unit with multiple strategies. Is it just the first in the list? This would be important, for example, if a unit had both the offense and defense strategy. The ai considers the total number of the player's offense-tagged units in its diplomatic calculations, so it matters which strategy is assigned.
Infantry have multiple strategies, some other types do too, I remember seeing them when investigating the bugged building prereqs but can't remember which ones specifically. So far I haven't seen anything that indicates the AI can change a unit's strategy after it's been built. If that's possible somehow, it would have to work by changing the unit's type to one of its duplicates. The unit AI definitely cannot choose a different strategy for a particular unit, it can only execute whichever strategy is set on its type, and assumes that each type has only one strategy. That's a good question about what strategies the human player's units have set.
All I know is the human player builds the unit types first in the list, so not the duplicates. I'll have to run a little experiment.
Edit: Here's the result of the little experiment I had in mind. I modified the AI production ranking popup to include the type ID and AI strategy for each unit.
As expected, there are two versions of the Rifleman since it has two strategies. The first one has ID 16, matching its index in the unit type list in the BIQ, and it has an AI strategy of 1, which means offense only. The second one with ID 124 was tacked onto the end of the list and has strategy 2, meaning defense only. If either had both strategies available, it would show a strategy of 3 since it's a bit field.
Next I inserted a bit of code to show the type IDs for the human player's riflemen and ran it on an old save I had. Interestingly, all my rifles had ID 124, not 16 like I thought they would. That means they'd be considered defensive not offensive units. I don't know how the game decided to give them that ID but it means it's not as simple as the human player gets the first strategy in the list.