I think the action is now "take axe", available to other units in the same tile, rather than "give axe", I think for cleaner python code or somesuch.
there just has to be a check for one unit, instead of a pop-up spell selection box...
I think the action is now "take axe", available to other units in the same tile, rather than "give axe", I think for cleaner python code or somesuch.
Hm... is there any chance that forests could be destroyed on tiles that turn to desert because of blight? It looks sort of unsightly as things are now.
I think the action is now "take axe", available to other units in the same tile, rather than "give axe", I think for cleaner python code or somesuch.
if gc.getPlayer(city.getOriginalOwner()).getAlignment() == 1:
for i in range((city.getPopulation() / 2) + 1):
cf.FFHGiftUnit(gc.getInfoTypeForString('UNIT_ANGEL'), gc.getInfoTypeForString('CIVILIZATION_MERCURIANS'), 0, city.plot(), city.getOwner())
def FFHGiftUnit(self, iUnit, iCivilization, iXP, pFromPlot, iFromPlayer):
iAngel = gc.getInfoTypeForString('UNIT_ANGEL')
iManes = gc.getInfoTypeForString('UNIT_MANES')
if (iUnit == iAngel or iUnit == iManes):
iChance = 100 - (CyGame().countCivPlayersAlive() * 3)
iChance = iChance + iXP
if iChance < 5:
iChance = 5
if iChance > 95:
iChance = 95
if CyGame().getSorenRandNum(100, "Gift Unit") > iChance:
iUnit = -1
if iUnit != -1:
for iPlayer in range(gc.getMAX_PLAYERS()):
pPlayer = gc.getPlayer(iPlayer)
if (pPlayer.isAlive()):
if pPlayer.getCivilizationType() == iCivilization:
pPlot = -1
pCity = -1
if pPlayer.getNumCities() > 0:
iRnd = CyGame().getSorenRandNum(pPlayer.getNumCities(), "Gift Unit")
pCity = pPlayer.getCity(iRnd)
pPlot = pCity.plot()
else:
iRnd = CyGame().getSorenRandNum(pPlayer.getNumUnits(), "Gift Unit")
pUnit = pPlayer.getUnit(iRnd)
pPlot = pUnit.plot()
if pPlot != -1:
newUnit = pPlayer.initUnit(iUnit, pPlot.getX(), pPlot.getY(), UnitAITypes.NO_UNITAI)
...
Well, I guess you get yours answered frequently...because obviously you missed the levity.
Not sure if this is a bug, but Basium doesn't seem to have the angel promotion. I would think he qualifies.
I'm not sure if it is intended that Basium (the hero) can be diseased. Furthermore, I've noticed that the movement cost of a desert tile (former plains tile) with new forest (after blight happened), costs only one movement and not like a desert tile two.
cheers
I was a bit surprised at this too the first time Basium was diseased.
Another poster mentioned Basium not having 'angel' traits.
It is a little confusing. For example, if you have Basium in a stack of angels like usual, the stack cannot pass through hell terrain because of Basium. The angels will not be diseased, Basium will.
I found a related bug/exploit in my current game playing as Basium.
When a unit is killed, there is a chance you will get an angel. However, how about this?
I attached a Great Commander to one of my units...and got an angel. Next turn I detached the Great Commander and attached him to another unit...and got an angel.
I tried it a few more times. It didn't work every time, but most times I got an angel from detaching/attaching a Great Commander, although they had no XP. Good for cannon fodder or instantly deleted if you are having gold problems with an angel overload.
I'm unsure because I'd never use AI governor, but maybe you need to set priorities when using it ? Did you try to see what happens setting production priority ?
I reported a bug 3 times in this thread that none ever acknowledged, but I didn't get all set up because of it. I mean, there isn't a law to force users to post replies to each single post, plus it might have been missed. 1, 2, 3, n times.
-the ai govenor's setup vs my manual setup was costing me two commerce
(net:2 gold and 1 sci i think)
-the two pairs of tiles have the same net production and food output, with a diffrence of two commerce
the bug seemed to remain even when not building something requiring food
( i think i was in conquest at the time)
-the ai govenor's setup vs my manual setup was costing me two commerce
(net:2 gold and 1 sci i think)
-the two pairs of tiles have the same net production and food output, with a diffrence of two commerce
the bug seemed to remain even when not building something requiring food
( i think i was in conquest at the time)
Another Basium bug I think. When Basium conquers an AV city the Armageddon Counter increases by 1 then if he razes the city it lowers by 1. I think when he takes the city it counts as AV spreading to that city again.
I believe it's known and it probably happens with any unit.