How do I get rid of BAT mod unit repeat production?

LincolnOfRome

Glutton for Punishment
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When I produce a unit in BAT mod 4.1, it always places a repeat on it even when I don't hold the ALT key. How do I get rid of that "feature"?
 
Go to BUG options and click on the "City Screen" tab. At the bottom right you should see check box for "Train Military Units Forever". Uncheck it. I think it sometimes defaults this option on at install.
 
Thanks Lymond. I watched one of your videos with this mod installed, and it encouraged me to try it.
 
Thanks for answering this answer but does that mean I have to uncheck that feature
everytime I build a city? Does it affect the AI th same way? Is there a patch to correct
this problem? What about cities you take over? Any help or advise will be appreciated.
thanks
 
Thanks for answering this answer but does that mean I have to uncheck that feature
everytime I build a city? Does it affect the AI th same way? Is there a patch to correct
this problem? What about cities you take over? Any help or advise will be appreciated.
thanks

No, it's a one time thing only, that has absolutely no effect on the AI. It would effectively break the AI if that were the case. You don't even have to set it from game to game. Once you uncheck that option, all your future games will stop auto-producing units. Frankly I don't understand why that was included, as players can already do that themselves through the city menu. And I certainly don't understand why they made it the default action.
 
I don't get that either, it is truly bonkers. Sometimes you're bound to forget about it, and suddenly a city is building units non-stop when you just wanted an archer or whatever. Uncheck it in settings will sort it forever though (unless you uninstall the game ofc).
 
I don't get that either, it is truly bonkers. Sometimes you're bound to forget about it, and suddenly a city is building units non-stop when you just wanted an archer or whatever. Uncheck it in settings will sort it forever though (unless you uninstall the game ofc).
It is a little daft, but BUG goes into BAT unaltered. I may uncheck that feature in a future release though.
Thanks to the both of you for the feedback. Looking forward to multiplay with this MOD..
I hope you can make it work in MP. BAT doesn't officially support MP because it's a hit or miss sort of thing. Sometimes it works and sometimes it doesn't.

Good luck with it all the same. :)
 
Does that mean BUG is still being worked on, or are you just referring to the BAT part?
AKAIK, BUG is no longer being worked on, though ruff_hi was mentioning adding a few things a while ago and I was going to help him. I haven't heard anything for a while.

BAT is still under active development, but I'm taking a break from Civ and modding for a while. When I get back into it, I'll release another version.
 
AKAIK, BUG is no longer being worked on, though ruff_hi was mentioning adding a few things a while ago and I was going to help him. I haven't heard anything for a while.

That's too bad. A long time ago, EmperorFool was considering a feature that I'd really like to see, but no one got around to implementing it. The ability to tell the city manager which Specialists to add to a city, or none at all, rather than have it make it's own choices. Which is generally to make a Spy specialist.
 
That's too bad. A long time ago, EmperorFool was considering a feature that I'd really like to see, but no one got around to implementing it. The ability to tell the city manager which Specialists to add to a city, or none at all, rather than have it make it's own choices. Which is generally to make a Spy specialist.

That sounds like a great idea! I wish it had been done. Maybe they didn't do it because it would alter gameplay? I wonder if I could make it a mod-mod...
 
I think it's more a case of he just didn't manage to get around to it. He was seriously considering it. It would be great if you could tackle it. I'm guessing though that it would require a change in the dll file, and not just a Python or XML addition. I seem to recall him mentioning that he would need to add that function to BULL.
 
That would be a great feature as it would eliminate one of the most annoying ticks about Civ IV, the infamous auto-spies. I don't view that feature as game altering at all - rather something that should already exist.
 
It's a little game altering I suppose, but it would be a fantastic addition!

Another thing I would like is info on the real cost of civic changes. For example how will you come out by changing to Bureaucracy, or Vassalage, or Free Speech. It would be neet if the free units, commerce from towns and such were part of the calculation too.
 
I think it's more a case of he just didn't manage to get around to it. He was seriously considering it. It would be great if you could tackle it. I'm guessing though that it would require a change in the dll file, and not just a Python or XML addition. I seem to recall him mentioning that he would need to add that function to BULL.

That would be a great feature as it would eliminate one of the most annoying ticks about Civ IV, the infamous auto-spies. I don't view that feature as game altering at all - rather something that should already exist.

I'd need permission to try to do it. I'll talk to ruff about it. Maybe I can get hold of EF, too.
 
Pangaea said:
It's a little game altering I suppose

How so? I don't get it.

Her Lemoniness said:
I'd need permission to try to do it. I'll talk to ruff about it. Maybe I can get hold of EF, too.

You are a Goddess ;)
 
Why do you need permission? It's not like anyone but Firaxis has copyright claims to any mod that's created. It would be polite to do so of course, but not really necessary IMO. As long as you're not depriving them of credit for the original work, I don't see why you can't just make a change to it if you like. They're obviously not doing anything more with it, so you wouldn't be stepping on anyone's toes. I'd certainly appreciate it if you could do it. I waited a long time for that feature after discussing the possibility with Emperor Fool, but it never materialized.
 
How so? I don't get it.

Because it would by definition change the way the game works, albeit very slightly, and in a beneficial direction. It's not just displaying information in a better way, like most of BUG is about.

That's not to say I'm not in favour of it of course. I think it would be a fantastic addition. Finally we won't have to check the cities all the time for those annoying spy specialists, or rather be annoyed we've been running them in x cities for y turns when finally discovering the bastards.

:sniper::espionage:
 
No idea if possible, but I would like, as option, an "Always Ask", i.e., when pop increases or shrinks,
or a tile ocupied by enemy or developed, the game takes the player to said city and asks for
civilians placement.
 
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