TheHeirofNiketas
Chieftain
- Joined
- Aug 7, 2017
- Messages
- 10
I just installed the mod and was wondering how I can access menu. It doesn't look like the Ctrl + Alt + O command is working at all.
Mods\AdvCiv\Assets
(The second bullet means that the city names on the main map become illegibly small on very large screens.) When I've noticed awkward line wrapping resulting from the font size increases that I've made, I shortened the respective game text, e.g. by abbreviating words. And also some of the popups and Advisor screens will look increasingly weird on higher resolutions. The Advisors could all be maximized, I just never got around to doing that. It's not just a matter of setting higher dimensions, the extra space will have to be used somehow or it'll look weird – by showing more content or at least by spreading the existing content out more. I believe the MNAI-U mod for FfH2 enlarges all of them. The dimensions of popups, in particular the "what would like to research/produce next" popups, are hardcoded in the EXE though.[...] Things I could never found/fixing:
• Width of info overlays (like f1rpo).
• Size of GameFontIcons.
(whereas, under the original rules, the initially best defender could repel several attackers in a row). The apparent lack of documentation is one of the gripes I have with it, I also understand that there is no preview for the combat outcome apart from the regular combat odds for the best attacker vs. best defender. I've never looked into the details, but my superficial impression is that this option wasn't developed beyond a demo stage, which is why I wouldn't want to to add it to AdvCiv. Merging the C++ code might also not be straightforward because of K-Mod tweaks and code restructuring – although RevDCM already includes parts of K-Mod and has apparently reconciled those with DCM. If you want to experiment with this, the latest RevDCM code is on SourceForge and the code changes/ additions seem to be commented withbest attacker attacks best defender, second-best attacker attacks second-best defender, etc.
SA:
– with the bulk of the logic in new functions CvUnit::updateStackCombat and CvSelectionGroup::groupStackAttack.Personally, I see more problems with defenders being forced to fight for as long as the attacker wishes without a chance for retreat.[...] Now we see a situation where the strongest defender defends first and an unlimited number of times. In fact, a huge stack of garbage can be covered from attack by one strong unit. Which looks like a real fight in about no way.[...]