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ok, and yes current SVNUpload user settings too.
Update to latest SVN by the way.
Looks good.Do we want to change the range bombard plot markers like so?
View attachment 593745
Colour coded so green means units can be damaged, yellow means improvement can be destroyed or city defense can be reduced when there's no units there to damage.
Grey markers removed from unrevealed plots.
Hell yeah. Good idea there Toffer!Do we want to change the range bombard plot markers like so?
View attachment 593745
Colour coded so green means units can be damaged, yellow means improvement can be destroyed or city defense can be reduced.
Grey markers slightly less opaque and removed from plots that are not fully revealed.
Green always override yellow if both are valid.
Sorry, it would mean your scout wouldn't discover the whole world!
This sounds like an interesting mechanism. How exactly is it implemented?In Rise of Mankind there is a mechanism to limit how far you can explore which extended by certain techs . Just wondering if there are any plans to implement such a feature ?
It would mean your first scout discovering the whole world
10 years or so?When a version without the svn service required will be available?
if it makes turn times longer, then not no, but hell NO. . .This sounds like an interesting mechanism. How exactly is it implemented?
Agreed, this kind of concept should be possible to implement without noticeably increasing turn times. Though it might be interesting to see how they did it in that mod in any case.if it makes turn times longer, then not no, but hell NO. . .
DH wanted to do something like this a while back. If anyone wants to, I'd prefer it be an option myself. I have a concept of a solution for this that doesn't set up any hard limits and I'd have a hard time handling the feeling of such a hard limit being applied.There is a tiny CIV IV mod that does exactly this. It is called movementlimit I think, but it heavily slows down vanilla Beyond the Sword. I would really like this option. I used to play with it and set it very strict (move only three or four tiles away from first city before the first tech is discovered).
Was maybe this mod... https://forums.civfanatics.com/resources/movement-limit.22229/
So not only lost the ability to make thugs, but a ton of other units between as well! I had originally placed a force obsolete point on all these units but then removed them after it was explained I wouldn't need them because the dll would force obsolete anything that's two stages back in the upgrade chain from something you can make now according to techs... or some such.Just a suggestion but I think thief should obsolete out after matchlock or so. My rival/next door country (He is in the Atomic Age at least) lost the ability to make thugs due to losing a lot of territory and now is proceeding to spam the **** of out thief units because they are so cheap. They are all proceeding to go to one city and it is literally turning into a war.
Unlimited. I did a force obsolete myself, I know how to edit XML fortunately. I am tired of having 30 plus thieves in one city every turn.So not only lost the ability to make thugs, but a ton of other units between as well! I had originally placed a force obsolete point on all these units but then removed them after it was explained I wouldn't need them because the dll would force obsolete anything that's two stages back in the upgrade chain from something you can make now according to techs... or some such.
I think I was also told it works a touch differently on limited units - are you playing with limited or unlimited national units?
Either way, some work appears to need to be done to setup a force obsolete point on nearly any and all unit types if this sort of thing is happening.
I was told this wouldn't be possible so I'm not sure where that changed somehow. Thanks for preparing me to work on setting up force obsoletes on all units unless I want to get into some code diving to see how the 'natural mechanism for that broke somewhere.Unlimited. I did a force obsolete myself, I know how to edit XML fortunately. I am tired of having 30 plus thieves in one city every turn.