- Joined
- Mar 17, 2007
- Messages
- 9,305
Sorry for being away for awhile; I've been fairly focused on work and politics lately. Even some politics at work, but that's largely been positive, thankfully.
I'm really not sure on that one; that would be an "experiment and post the results" topic.
Glad to hear it's generally working. When I volunteered to create January's COTM, I also made sure to only use my editor (rather than jumping back and forth as I often had in the past); figured it would be good to give it a realistic test rather than just a developer-of-it test.
I thought it supported Charm for units as well, but it appears that while I did add Charm for buildings, I did not get to it for Units. I found "TODO: Add support for Charm, Telepad, Teleportable" in one of my code files, and a message from August 12, 2010 saying:
Which was the most recent mention of Charm in my list of changes. So it looks like it escaped notice
.
Good question, but I've never tried it. Although I've left a fair amount of things open within the editor, I never really got around to testing the edge possibilities much. tom2050's answer is as good as I can provide.
I think Blue Monkey hit all the big threads in his post. A Study in Teleportation in particular is the place to start.
I'm somewhat confused about the precise workflow, as it sounds a bit like two different issues. So one at a time:
- For the resources, I'm confused over that you said the last 2 were undeletable, but also mentioned them being deleted due to not showing on the randomly-generated map?
- I'm also not sure what you mean by "All resources of the terrain allowing the 2 were automatically deselected and wouldn’t accept new ones" - do you mean the resource on them was set to None and you couldn't select another resource for that tile, or something else?
- Deleting a resources should remove all instances of it from the map, and units/buildings/techs that previously required or revealed it should now require/reveal None instead (that would be intended).
- I don't think there's a case where you shouldn't be able to delete a resource. You can't (yet) delete civs/units on a custom map, but resources should be deleteable even with a map. So it would be a bug if there's a case where they cannot be.
- Separately, I believe the Explore strategy should always be assignable, however I am able to reproduce that it does not seem to stick in at least some cases. It does stick in Firaxis's editor, so that's probably a functional bug.
In summary, it's probably a bug if you can't delete a resource, but I need some more clarification on what happened when you saw that (and if it was really undeletable on the GOOD tab, or something else was unexpected). There definitely seems to be something strange going on with Explore, so I will take a look at that and see what's happening there. They probably are unrelated, however.
Edit: Investigated the Explore issue; the Explore AI strategy was not being updated due to an error in which the explore strategy and the explore order were switched. Effectively, that meant the explore strategy was never updated, although the explore order was unaffected as there was separate code later on that ensured it was always updated with the correct value of its check box. This fix will be in 1.07.
Is there a way for a unit with multiple moves to be limited to one rebase per turn and still rebase to units such as aircraft carriers? I don’t know what I’m doing with the telepad option.
I'm really not sure on that one; that would be an "experiment and post the results" topic.
Been solely using your editor, and it is amazing. Does it allow units to be selected as Charm units? I thought it did, but I can't seem to find the selection on the units tab. I will try lowering the safety settings, see if it appears.
Glad to hear it's generally working. When I volunteered to create January's COTM, I also made sure to only use my editor (rather than jumping back and forth as I often had in the past); figured it would be good to give it a realistic test rather than just a developer-of-it test.
I thought it supported Charm for units as well, but it appears that while I did add Charm for buildings, I did not get to it for Units. I found "TODO: Add support for Charm, Telepad, Teleportable" in one of my code files, and a message from August 12, 2010 saying:
Code:
Final changes for full support for standard items.
Remaining:
Charm support
Telepad support
Teleportable support
Which was the most recent mention of Charm in my list of changes. So it looks like it escaped notice

If i made longevity a normal improvement will it only double the growth of its host city?
I want city level 3 to be an attribute of a sewer system and hospitals to have double population growth.
P.S. I know you get pestered on enabling a "building requirement for units" option, I thought that the Manhattan project may hint at a way for that to work .I'm sure you've already checked but its best to say something than assume.
Good question, but I've never tried it. Although I've left a fair amount of things open within the editor, I never really got around to testing the edge possibilities much. tom2050's answer is as good as I can provide.
Can someone describe a working example of the telepad function?
Does it have to be able to teleport to a unit that can transport that type of unit (e.g. Foot Unit transport)?
I think Blue Monkey hit all the big threads in his post. A Study in Teleportation in particular is the place to start.
Hi Quintilis. I’ve found a bug in your conquestseditor1_03.
The last 2 resources on my list were undeletable. Both were strategic resources in use. They were deleted due to not showing in a randomly generated map. All other resources were deletable. All resources of the terrain allowing the 2 were automatically deselected and wouldn’t accept new ones. Additionally the editor wouldn’t allow me to give the explore AI strategy to my explorer/scout units. All of this was eventually remedied by loading the BIQ onto the Firaxis editor, saved as a new file and reloaded onto yours. I had to correct a number of things that automatically change when doing that but everything works now. I don’t know what information is useful to you but if it helps, I attempted to delete the resources whilst in use and all units and buildings requiring them reset to requiring none.
I'm somewhat confused about the precise workflow, as it sounds a bit like two different issues. So one at a time:
- For the resources, I'm confused over that you said the last 2 were undeletable, but also mentioned them being deleted due to not showing on the randomly-generated map?
- I'm also not sure what you mean by "All resources of the terrain allowing the 2 were automatically deselected and wouldn’t accept new ones" - do you mean the resource on them was set to None and you couldn't select another resource for that tile, or something else?
- Deleting a resources should remove all instances of it from the map, and units/buildings/techs that previously required or revealed it should now require/reveal None instead (that would be intended).
- I don't think there's a case where you shouldn't be able to delete a resource. You can't (yet) delete civs/units on a custom map, but resources should be deleteable even with a map. So it would be a bug if there's a case where they cannot be.
- Separately, I believe the Explore strategy should always be assignable, however I am able to reproduce that it does not seem to stick in at least some cases. It does stick in Firaxis's editor, so that's probably a functional bug.
In summary, it's probably a bug if you can't delete a resource, but I need some more clarification on what happened when you saw that (and if it was really undeletable on the GOOD tab, or something else was unexpected). There definitely seems to be something strange going on with Explore, so I will take a look at that and see what's happening there. They probably are unrelated, however.
Edit: Investigated the Explore issue; the Explore AI strategy was not being updated due to an error in which the explore strategy and the explore order were switched. Effectively, that meant the explore strategy was never updated, although the explore order was unaffected as there was separate code later on that ensured it was always updated with the correct value of its check box. This fix will be in 1.07.
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