WildWeazel
Going Dutch
Wow, looks like I've missed a lot of progress. It's looking great!
I think it's also corrected... But I'm not sure... Should I link it to the standard order (if Clear Forests is on, then Automate Clear Forests is on, as it is the case for regular editor, or should I make this flags independant?)All units that should have advanced unit actions (see below) have them disabled, even when the "Show Advanced Unit Actions" option is checked in the in-game preferences.
Goto City
Built Road To
Build Colony To
Automate Build Trade Network
Automate Clear Forests
Automate Clear Wetland
Automate This City Only
Automate No Terrain Modification
etc.
I cannot reproduce this one. Can you email me the biq that causes it?I also get the following error when clicking on the last two resources in the resource list, without fail, no matter how many resources there are.
I have corrected it in my editor, but I'm not sure it works in game... Instead of storing the value in the file as an it (like 70), it's stored as a float (ie 0.7), and then it's multiplied by 100 to be displayed in the regular editor;One other bug: When a worker is set as less or more efficient than 100 Worker Strength, every time you select the unit, the WS goes down by one for no reason. This is a bug which is present in the Conquests editor as well, though it would be nice if you found a way to fix it in yours, Steph.![]()
I was placing some resources on the map today and wondering if it would be possible to have multiple resources in one location?
Crop Rotation—The practice of alternating the annual crops grown on a specific field in a planned pattern or sequence in successive crop years so that crops of the same species or family are not grown without interruption on the same field.
I found that definition online.
I wonder if this might be possible to set up?
Not possible without source code. A tile can have only one resource.
I've not done the stealth attack yet, because such problems have already crossed my mind, and I've not yet decided how it will work.Very useful tool and great work! Might I suggest a nice little option for the targets of a unit's Stealth attack, e.g. "All Sea units" for submarines or "All Foot Units" for snipers? It's so tiresome to select the targets all by hand with 1400+ units in the editor... Maybe you could add an "all biological units" function as well? I think one could just set an unit as "biological" as you can set it as "foot unit". Think of marksmen, crossbowman or similar units that then easily could stealth attack biological units in a stack, but not vehicles ...
Don't forget, if you see such a bug, send me the biq!.4.3 fixed most of my issues.
The resource bug I remedied by importing the resources from a file that worked, then putting mine in again. I don't know what was causing that.
Send me the biq (the backup from 4.1), and describe what you are doing to add the building (if possible with screenshots of the different steps), so I can try to reproduce and correct it.I added a building to the file, saved, and started up Conquests. I clicked on CivContent and the game crashed.
...
Thinking it was merely a bug involving adding a building, I tried resaving the file that failed from .4.3 with the .4.1, but that didn't help. So, I opened up my backup in your .4.3 again, changed nothing, and saved under a new file name. It worked. This tells me it had something to do with the building I added, as that was the only difference between them.
I think it may be a bug from the implementation of the adding and re-ordering in the governments and buildings from .4.2, which I did not download. Of course, I am not a programmer, and am probably way off the mark there, but that is my guess.
That would be very useful in my opinion. I've got units broken down into various types in my mind (and on a spreadsheet), but it would be really useful to be able to flag them a certain way in the editor. Even if it was just 'flag 1', 'flag 2' etc..I've not done the stealth attack yet, because such problems have already crossed my mind, and I've not yet decided how it will work.
I may do something with the unit filters.
For the "biological", I could add a few flags, there's still some room in the file format. However, they would work only in my editor, would be disabled by the regular editor.