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 Capitals Artistry 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;