nerdfighter13
Prince of the Universe
Click the button that says go to (all units) or go to (all units of this type), and that should stack them into one group. I have vanilla, so I don't know if it changed for bts.
Greetings, and apologies if this has already been answered elsewhere.
Is there a way to link two or more military units so that moving one moves both of them? I thought this was what people meant by unit stacking, but I'm completely new and I haven't found a way to do this so far, so maybe they meant something else. I want to have two warrior units move at the same time.
Also, assuming there is a way to do this, does it result in the two units' combat strength being added together, or is it not that simple?
Thanks!
In a recent game, the city grew and finished its granary on the same turn. I thought half the food would then be saved since the granary finished on the same turn, but it did not. So the granary has to be there on the turn before growth?
In a recent game, the city grew and finished its granary on the same turn. I thought half the food would then be saved since the granary finished on the same turn, but it did not. So the granary has to be there on the turn before growth?
void CvCity::doGrowth()
{
int iDiff;
CyCity* pyCity = new CyCity(this);
CyArgsList argsList;
argsList.add(gDLL->getPythonIFace()->makePythonObject(pyCity)); // pass in city class
long lResult=0;
gDLL->getPythonIFace()->callFunction(PYGameModule, "doGrowth", argsList.makeFunctionArgs(), &lResult);
delete pyCity; // python fxn must not hold on to this pointer
if (lResult == 1)
{
return;
}
iDiff = foodDifference();
changeFood(iDiff);
changeFoodKept(iDiff);
setFoodKept(range(getFoodKept(), 0, ((growthThreshold() * getMaxFoodKeptPercent()) / 100)));
if (getFood() >= growthThreshold())
{
if (AI_isEmphasizeAvoidGrowth())
{
setFood(growthThreshold());
}
else
{
changeFood(-(std::max(0, (growthThreshold() - getFoodKept()))));
changePopulation(1);
// ONEVENT - City growth
CvEventReporter::getInstance().cityGrowth(this, getOwnerINLINE());
}
}
else if (getFood() < 0)
{
changeFood(-(getFood()));
if (getPopulation() > 1)
{
changePopulation(-1);
}
}
}
================================================
int CvCity::getFoodKept() const
{
return m_iFoodKept;
}
void CvCity::setFoodKept(int iNewValue)
{
m_iFoodKept = iNewValue;
}
void CvCity::changeFoodKept(int iChange)
{
setFoodKept(getFoodKept() + iChange);
int CvCity::getFood() const
{
return m_iFood;
}
void CvCity::changeFood(int iChange)
{
setFood(getFood() + iChange);
}
Your three minutes is better than mine. It took me more than three minutes just to find that link. Then three more minutes to sleepily type my comment. Then three more minutes to sleepily fix all my sleepy typos.I was on the case at the same moment you posted. It really took me 3 minutes.
I recently won a culture game on Prince in 1939AD. I don't feel like I was being too slow on building temples and cathedrals. Could a contributing factor to this late win be because on the higher levels AI tech faster which leads to the human player getting Lib faster and then beginning the 100% culture slider phase earlier?
I recently won a culture game on Prince in 1939AD. I don't feel like I was being too slow on building temples and cathedrals. Could a contributing factor to this late win be because on the higher levels AI tech faster which leads to the human player getting Lib faster and then beginning the 100% culture slider phase earlier?
Holy Mother of Crap! That is some writeup!Very impressive
Just to clarify, if you build the granary late in the growth process, so that the city is close to growing, will you still get it half-full post-growth?
Let's say the granary is built at 18/22and you have +4
/turn. Will you start the next cycle with a half-full food bar (12/24) (11/24?) or only 4/24, or something else?
Hey guys, quick couple Qs about preparing to attack a neighbour civ:
1) When I switch civics to get extra XP on units or whatever, do the AI civs respond strategically to that? ie; if they know I'm switching to a war-favouring civic, does this trigger their beefing up security on border cities?
2) I've noticed placing military units near the border tends to scare them into sending reinforcements to the nearest city; is this purely a tile-distance thing? ie Is there a set number of tiles away I have to be before they'll ignore my military movements?
Cheers![]()