All of you may recall the 'sub' bug which caused units auto moving onto a tile with submarine to automatically attack the submarine causing a war between the two parties.
I'm testing a mod with invisible units on a Vista installed CivComplete 1.22, and as part of the test, I popped down the invisible unit owned by the AI and put it next to one of my units (without detect invisible). I then ran the mod (with debug mod OFF) and tried to move my unit past the tile where I know the AI unit is (but can't see)
I get a 'This will cause a War with the Persians' dialog box.
Curious, I tried it again on the same map, this time on the unmodded Submarine (owned by the AI) and my transport.
Again, I can't see the sub, tried to path the transport through the tile with the submarine on it, and I immediately get a warning.
So questions
1) Is the sub bug fixed for CivComplete? or is the bug itself more complex (ie: the units have to physically collide in the inter-turn as units automove? )
2) In this mod, I gave the Guerrilla the invisble flag as well as detect invisible. Then ran a debug game with the AI in the future era, with easy access to oil, rubber and aluminum. Even after connecting those resources, it seems all the AI want to build are Guerrilla and a lot of Tow Infantry. which gets the 'detect invisible' flag only. Instead of building the more powerful attacking units such as modern armor. The persians in my test game had like 10 mech inf, 15 guerrilla, 15 tow infantry, and 3 (three) modern Armor. Is this an issue with invisible land units that the AI prizes them so highly that they perhaps build too many of them?
Comments, suggestions from Modders with experience pretaining to modding invisible units would be very much appreciated.
I'm testing a mod with invisible units on a Vista installed CivComplete 1.22, and as part of the test, I popped down the invisible unit owned by the AI and put it next to one of my units (without detect invisible). I then ran the mod (with debug mod OFF) and tried to move my unit past the tile where I know the AI unit is (but can't see)
I get a 'This will cause a War with the Persians' dialog box.
Curious, I tried it again on the same map, this time on the unmodded Submarine (owned by the AI) and my transport.
Again, I can't see the sub, tried to path the transport through the tile with the submarine on it, and I immediately get a warning.
So questions
1) Is the sub bug fixed for CivComplete? or is the bug itself more complex (ie: the units have to physically collide in the inter-turn as units automove? )
2) In this mod, I gave the Guerrilla the invisble flag as well as detect invisible. Then ran a debug game with the AI in the future era, with easy access to oil, rubber and aluminum. Even after connecting those resources, it seems all the AI want to build are Guerrilla and a lot of Tow Infantry. which gets the 'detect invisible' flag only. Instead of building the more powerful attacking units such as modern armor. The persians in my test game had like 10 mech inf, 15 guerrilla, 15 tow infantry, and 3 (three) modern Armor. Is this an issue with invisible land units that the AI prizes them so highly that they perhaps build too many of them?
Comments, suggestions from Modders with experience pretaining to modding invisible units would be very much appreciated.