Don't worry, sometimes mentioning a problem is enough, even without save or screenshots.I though it was intended so I did not have a save...
Don't worry, sometimes mentioning a problem is enough, even without save or screenshots.I though it was intended so I did not have a save...
I’m just concerned about the modmods at this point.
However, it wasn’t clear to me prior to the change that every building necessarily meant national wonders and guilds. If I had known that then I would have been against the change from the start. People were only concerned with the ramifications of keeping defensive buildings; we never even broached the issue of having multiple national wonders.
“Buff Rome!”
“Don’t buff Rome!”
Populi Delenda Est
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The part that also includes national winners and guilds.What part of ‘all’ didn’t make sense?
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It simply wasn't discussed. At any rate I've spoken my piece. I never really cared about the change one way or the other; this is chicorbeef's hill to die on. I just want my mods to work.What part of ‘all’ didn’t make sense?
If the alternative is making every gameplay mod incompatible, I would happily sacrifice 1 cosmetic mod
We generally assumed that 'all' would be 'all compatible'. If you said "Rome captures all buildings full stop." I also wouldn't assume that capturing a city in classical era has all the buildings availible to build like research labs, airports and spaceship factories.What part of ‘all’ didn’t make sense?
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I forgot about that one... Many of Tradition's bonuses are tied to the free building in the capital, rather than the policy itself.I cannot wait to capture Tradition CapitalsArtistry Rome OP ?
On an unrelated note. I've noticed that if I try to attack a unit without already being at war with them, it doesn't bring up the declare war prompt. I have to open up the diplomacy menu, declare war on them, then i can attack. Is anyone else getting that?
It was doing that last version too. Same with trying to move into a tile in their territory to declare.
On an unrelated note. I've noticed that if I try to attack a unit without already being at war with them, it doesn't bring up the declare war prompt. I have to open up the diplomacy menu, declare war on them, then i can attack. Is anyone else getting that?
When this happens Gazebo, it should add a notification that they need to declare war to help newbies.This is intentional, it was causing CTDs due to looping from captured units on tiles. This is an unavoidable side-effect of the civilian stacking fix of CP.
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bool CvPlayer::IsValidBuildingForPlayer(CvCity* pCity, BuildingTypes eBuilding, bool bGift, bool bRecapture)
{
CvBuildingEntry* pkLoopBuildingInfo = GC.getBuildingInfo(eBuilding);
if (!pkLoopBuildingInfo)
return false;
if (pkLoopBuildingInfo->IsDummy())
return false;
const CvBuildingClassInfo& pkClassInfo = pkLoopBuildingInfo->GetBuildingClassInfo();
bool bIsNationalWonder = ::isNationalWonderClass(pkClassInfo);
bool bCivUnique = pkClassInfo.getDefaultBuildingIndex() != eBuilding;
bool bProductionMaxed = isProductionMaxedBuildingClass((BuildingClassTypes)pkLoopBuildingInfo->GetBuildingClassType(), true);
if (GetPlayerTraits()->IsKeepConqueredBuildings())
{
if (bProductionMaxed || (bIsNationalWonder && !bCivUnique))
return false;
}
else
{
if (pkLoopBuildingInfo->IsNeverCapture() || bProductionMaxed || bIsNationalWonder)
return false;
if (bGift || bRecapture)
return true;
int iConquestChance = GC.getGame().getSmallFakeRandNum(34, *pCity->plot()) + GC.getGame().getSmallFakeRandNum(34, pkLoopBuildingInfo->GetID()) + GC.getGame().getSmallFakeRandNum(32, GC.getGame().GetCultureAverage());
return iConquestChance <= pkLoopBuildingInfo->GetConquestProbability();
}
return true;
}
If [max number built or (national wonder and not a civ ub)] thenif (bProductionMaxed || (bIsNationalWonder && !bCivUnique))
return false;