Hydromancerx
C2C Modder
From SVN thread
I am not sure we need all these except for the graphics. Currently code for Colonist and Pioneer is in python and does not work for non-human players. Platyping pointed this out and posted a solution however that solution means that any settler unit will be acting like the most advanced settler unit you can have.
The differences between the units are speed of movement, terrain they can move on (I think, for later units), initial population and the buildings you (humans) get when you build the city.
I have been trying to flesh out my suggestions for starting city that would replace the python code as it stands. One problem is that the NewCityFree tag (contains tech at which the building will be free) correctly checks that the prerequisite buildings and resources and terrains are there but some of those prerequisite buildings are autobuild and they are built at the end of the turn so are not present when the city is built. Which means that those building that should be built aren't.
@koshling or other dll person I a not sure how easy it would be but could the end of turn autobuild function be called first when a new city is built before the python onCityBuilt (or whatever) is called? It should also have the effect that the dll pop-up for selecting what to build wont have these buildings in them. Currently that pop-up is suggesting I build the Trading Post which is an auto build building.
Since multimaps are not set up yet the last 2 settler units are set up for the 3 in one map script. The new "Orbit" terrain blocks any unit from passing through it and into space and then to the Lunar or Martian sub-maps.
The Space Settler and Seedships can enter impassable terrain and thus can leave the Earth sub-map and settle cities on the Lunar or Martian sub-maps. If made on a normal map it would not really make a difference other than at the moment they only make size 1 cities.