Did you resolve this issue? Do I need look into it still?
I did not verify it 100%, because I've forgotten to check the save game, but I'd say there is a 99.5% chance that I'm just being an idiot.
Did you resolve this issue? Do I need look into it still?
I intend to post an update, v0.911 around this time tomorrow.
Changes:
-Scouts and explrorers returned to unomidified state. However, the scout keeps his 150% bonus vs. animals (instead of the vanilla +100%).
-BULL does not default to auto repeat queuing for military units anymore.
Specifically, ProductionPopupTrainMilitaryUnitsForever is set to False instead of True.
(config file: BUG City Screen.xml)
-Temples back to 80.
No DLL modifications this time round.
Anything else that is urgent?
? Either that or bump his movement points to 3
and keep increase cost to 50
.
will make them far better than archers for defending hills or forests, and they can also double as medics with 2 promos getting W3 or C1medic.
. Giving them a bonus like Sentry or something and keeping their cost at 40 or near 40 should be acceptable IMO.Sentry scouts: Hmm. I haven't had a chance to look at them much. I am hesitant to change the explorer to 3 moves because it means he will move faster than any mounted unit and even modern mech infantry. 2 moves + ignores terrain cost is probably enough as far as movement goes for the explorer.
Remember that regardless of the explorer's intended function, I don't want to make explorers cheap strong terrain-dependent defenders. Reducing them to 30will make them far better than archers for defending hills or forests, and they can also double as medics with 2 promos getting W3 or C1medic.
Unless they are nerfed, I don't believe their cost should go below the default 40. Giving them a bonus like Sentry or something and keeping their cost at 40 or near 40 should be acceptable IMO.
What about allowing scouts after explorers? i.e. not obsoleting them with explorers?
I still need to think more about this, but have run out of time for today. Will continue tomorrow.
instead of 15
into a recon unit worthwhile. Ignoring terrain cost and keeping them at 40
is probably a good idea. But even that is sort of like meh
I can still get two Scouts for the cost of one Explorer, kind of not worth it.
and having it ignore terrain movement cost as well? So basically its a 4
scout that ignores terrain cost and is two times as
expensive.
-Temples back to 80.
-NAVY Seal now gets 1-2 first strikes and Drill I. Previously in PIG it was 2-3 first strikes and no drill. Vanilla BtS was 1-2 first strikes only. Note it still gets its other free promotions (March and Amphibious).
No DLL modifications this time round.
-BULL's feature, "Train Military Units Forever", now defaults to disabled.
-Other features of BULL that have been set to disabled by default: (can be enabled again easily enough)
Field of View
Trade and Commerce in city bar hover
Alert for City going out of revolt next turn
Alert for Can Hurry with Gold
Alternating mode for NJAGC
-Space above Custom Domestic Advisor set to Large by default, instead of Small.
for now.
. It doesn't make a huge difference, but it is stupid and unrealistic.
BUG reports that X gold will be created at the end of the turn.
Buildings don't require an ocean, they require a water area of a certain size, it's the minareasize value in the buildings xml file.
Another small issue I have noticed is that the MongooseSDK feature regarding the scaling of lake sizes does not affect things like whether a lighthouse is eligible. For example, it is now possible to have fresh water lakes bigger than 10 tiles in size and on these lakes a lighthouse can be built. That should not be possible unless it was also possible on lakes smaller than 10 tiles.
per tile.
fish! 
I am not 100% sure at this time, but it appears that there is a small issue with mixing Multiple Production Mod with BULL/BUG. IIRC when using MPM you can avoid turning hammers to gold by queuing up items but BUG reports that X gold will be created at the end of the turn.
reported into
in my mind.
Another small issue I have noticed is that the MongooseSDK feature regarding the scaling of lake sizes does not affect things like whether a lighthouse is eligible. For example, it is now possible to have fresh water lakes bigger than 10 tiles in size and on these lakes a lighthouse can be built. That should not be possible unless it was also possible on lakes smaller than 10 tiles.

coast tiles is broken imo. I understand it is not an issue on most mapscripts but it is definitely a bother on some mapscripts.If you want to make a next big step in improving the game for those who play the AI we should make changes to how Vassling works because it's quite broken and can ruin games. Perhaps invite over great players like TMIT to hear what kind of changes can be made to solve some problems with AI vassalling.
Ah, okey. Well, consistency is good. So perhaps change it so that after x-amount of lake tiles you can build both Lighthouse and ships.
I don't see how 3coast tiles is broken though, not anymore broken than floodplains.
penalty and have 1 less
. Anyway, flood plains are meant to be good. You're not supposed to be able to get 3
coast tiles without sacrificing any tiles to be useless ordinary coast. It's getting a bit hard to explain this very clearly.
lake tiles) while a 9-tile lake doesn't? As insignificant as the issue sounds, it's inconsistent and is going to be addressed. Most likely the fix will be as suggested above - whatever other parts of the game check for whether a city is connected to sea should take into account the new 10+ tile lake possibility. Mongoose's change was made in just one part of the SDK IIRC, so it was inconsistently applied and it was probably not his intention.