Dynamic/Phased Turns is broken - Here's the fix.

notque

Artificially Intelligent
Joined
Nov 13, 2005
Messages
2,180
This was very hard to fix, all the thanks to Delnar for helping, and FilthyRobot for troubleshooting/testing.

In ActionPanel.lua, look for this section

elseif (CheckCityRangeAttackState()) then
-- Special "City Ranged Attack" state for when there are no end turn blockers but
-- there is a city can that perform a ranged attack in 'auto end turn mode'.
message = cityRangedAttackString;
toolTipString = cityRangedAttackTip;
iFlashingState = FLASHING_END_TURN;
else

and add under message

icon = "ICON_NOTIFICATION_NEXT_TURN";
 
So what does this do ? Let you order the next unit while the last one is still moving ?
 
No, it fixes the Dynamic Turns mode which will fail once it moves into sequential turns, stopping a player from being able to end their turn.
 
Oh, well I've no idea what those turns are , so I'll just smile and nod and download it ;)
 
Wait, just double checking


elseif (CheckCityRangeAttackState()) then
-- Special "City Ranged Attack" state for when there are no end turn blockers but
-- there is a city can that perform a ranged attack in 'auto end turn mode'.
message = cityRangedAttackString; <------ do you mean under this message?
icon = "ICON_NOTIFICATION_NEXT_TURN";
toolTipString = cityRangedAttackTip;
iFlashingState = FLASHING_END_TURN;
else
message = nextTurnString; <-------- or under this message?
icon = "ICON_NOTIFICATION_NEXT_TURN";
toolTipString = nextTurnTip;
isDisabled = false;
iFlashingState = FLASHING_END_TURN;
 
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