killmeplease
Mk Z on Steam
Is it an existing modcomp? If so can you point me to it?
Auto recon missions would be very good for this mod.
definitely i've seen it somewhere. maybe at russian forum. i'll give you link if i find it.
Is it an existing modcomp? If so can you point me to it?
Auto recon missions would be very good for this mod.
In 3.17 we introduced a bug that results in players getting out-of-sync when performing an amphibious landing by moving transports directly onto an enemy-occupied tile. Here's how to fix it:
Is it an existing modcomp? If so can you point me to it?
Auto recon missions would be very good for this mod.
I rewrote most of SA to handle loading saved games better, but the bug came from Pep's original code and survived my rewriting. When I merged it in I wasn't as knowledgeable on how the multiplayer stuff works in Civ4.
There are two errors in these two lines from CvSelectionGroup.cpp:
Code:setLastPathPlotVisibility(GC.getMapINLINE().plotINLINE(headMissionQueueNode()->m_data.iData1, headMissionQueueNode()->m_data.iData2)->[B][COLOR="Red"]isActiveVisible[/COLOR][/B](false)); setLastPathPlotRevealed(GC.getMapINLINE().plotINLINE(headMissionQueueNode()->m_data.iData1, headMissionQueueNode()->m_data.iData2)->isRevealed([B][COLOR="Red"]GC.getGameINLINE().getActiveTeam()[/COLOR][/B], true));
The fixes are identical for BULL, I just moved the code around so this should work for you.
Code:setLastPathPlotVisibility(GC.getMapINLINE().plotINLINE(headMissionQueueNode()->m_data.iData1, headMissionQueueNode()->m_data.iData2)->[B][COLOR="Red"]isVisible(getTeam(),[/COLOR][/B] false)); setLastPathPlotRevealed(GC.getMapINLINE().plotINLINE(headMissionQueueNode()->m_data.iData1, headMissionQueueNode()->m_data.iData2)->isRevealed([B][COLOR="Red"]getTeam()[/COLOR][/B], true));
[B]setPathLast[/B]PlotVisibility(GC.getMapINLINE().plotINLINE(headMissionQueueNode()->m_data.iData1, headMissionQueueNode()->m_data.iData2)->isVisible(getTeam(), false));
[B]setPathLast[/B]PlotRevealed(GC.getMapINLINE().plotINLINE(headMissionQueueNode()->m_data.iData1, headMissionQueueNode()->m_data.iData2)->isRevealed(getTeam(), true));
Drill promotions:
Drill I: +1 first strike
Drill II: +1 first strike, Suffers 20% less collateral damage
Drill III: +2 first strike chances, Suffers 20% less collateral damage
Dril IV: +1 first strike, +1 first strike chance, Suffers 20% less collateral damage, +10% vs. mounted units
Temples cost 60, down from 80.
Theocracy: Unlimited priest specialists.
Missionaries: Cost reduced from 40to 30
.
Standard priest: 21
Great wall: costs 250up from 150.
Recycling Centre: Costs 200(down from 300) and gives +2
with Environmentalism.
Flood Plains: are not removed when a city is built on them. This means a city built on flood plains has 3 food on the city tile (similar to settling on food resources). Thefrom the flood plain under the city is still counted.
Engineer yield changed to 3from 2.
First to discover Divine Right receives free Great Prophet.
Merged Better AI v0.84
Fixed a (SDK) bug, introduced with Pep's unit orders modcomp, causing OOS in multiplayer when a ship was to unload by telling it to move onto a land tile. Thanks to EmperorFool for the fix.
Feature rollbacks:
------------------
(These are things I have decided to remove from PIG Mod).
+25% trade bonus on walls removed.
Granary cost increase to 80has been rolled back to 60.
Marathon Accelerated gamespeed removed.
Need assistance with:
----------------------
Giving all temples +1with Divine Right. I couldn't see how to do this with only xml mods.
Monastery gets +2with Theology.
Organized Religion gives +50% missionary production.
Giving priests +1with Theology and +1
with Divine Right.
Giving exploers +50% vs barbs.
RuntimeError: unidentifiable C++ exception
ERR: Python function forceScreenRedraw failed, module CvScreensInterface
Traceback (most recent call last):
File "CvScreensInterface", line 954, in forceScreenRedraw
File "CvMainInterface", line 3157, in redraw
File "CvMainInterface", line 6998, in updateHelpStrings
Flood Plains: are not removed when a city is built on them. This means a city built on flood plains has 3 food on the city tile (similar to settling on food resources). The from the flood plain under the city is still counted.
Granary cost increase to 80 has been rolled back to 60.
Need assistance with:
----------------------
Giving priests +1 with Theology and +1 with Divine Right.
It's true but the granary being 80What exactly has changed? Per 0.81 you do get 3for settling on Flood Plains on the City tile already. I'm pretty sure as I just built a city on a FP tile in my last game.
The Granary was rolled back to 60in 0.81 already.
No.Do you mean:
Giving priests +1with Theology and +1
with Divine Right?
Giving priests +1with Theology and +1
with Divine Right would result in a Priest with 4
and 2
with Angor Wat. That is more powerfull than 3
and 3
.
Fixed a (SDK) bug, introduced with Pep's unit orders modcomp, causing OOS in multiplayer when a ship was to unload by telling it to move onto a land tile. Thanks to EmperorFool for the fix.
True. What would work better?