Flintlock
Emperor
- Joined
- Sep 25, 2004
- Messages
- 1,220
Interesting. That looks a lot more complicated than what I had in mind for Civ 3. Looking at that sort of thing is actually a bit discouraging, it reminds me of how big a job it would be to make the game completely scriptable. I hadn't even thought of things like diplomacy, which I barely understand the base game logic for anyway.May be here Prof. Garfield`s great threads about Lua scripts for Civ 2 TOTPP could be helpful:
Hello. I looked into that and it's a bit awkward because the game relies on its usual CanBuildUnit function to gate upgrades. That function also gates city production and it's where C3X imposes the building requirements. The awkward thing is that to waive the requirements specifically for upgrading it's necessary to know in what context the function is being called. That's doable, it just makes things a bit more difficult.Hi, Flintlock. The ability to upgrade units in any city is a great addition. It's actually a better solution than separating the upgrade ability from the barracks. Were you ever able to see if the C3X building requirements for units could be waived when upgrading? I know army-flagged units are a different story, but enabling normal upgrades with the building prereq would be a great help. Thanks for your continued great work.
No, the mod fixes a crash that used to occur when the AI would try to unload immobile units from ships. It doesn't prevent it from loading them up in the first place, at least not deliberately.Is your mod preventing ai from loading immobile units on ships in coastal cities?
Something just come up to me when I read above post about unit upgrades. Is it possible to upgrade stack units at once or all units in all cities if enough gold is available? Is it doable?
Stack upgrade has been part of the mod for a while. It's activated like the other stack unit commands, by holding the control key. Upgrading all units in all cities is actually part of the base game, the hotkey for it is Shift+U.