Quick Questions , Quick Answers

Ok, tried with different stack attack options, the BUG stack attack option makes this happen. The vanilla stack attack option is fine.
I usually only use the vanilla stack attack option and never turn on the BUG one as I have no idea what the BUG one does differently than vanilla.

Edit: The BUG stack attack seems broken.
What is it even supposed to do different to the vanilla stack attack?

Vanilla stack attack with no quick combat: Combats resolved immediatly for all units ordered without any combat animation. (BUG stack attack was off)
BUG stack attack with no quick combat: Combats resolved immediatly for all units ordered without any combat animation. (Vanilla stack attack was off)
Both on, same result.

Only BUG stack attack makes a single unit with blitz attack multiple times when ordered to attack once.
 
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Is there a way to make all units by default auto-upgrade? Tired of manually pressing that automation button for every unit
I think there is an option for that in bug options, if I recall correctly.
 
Only BUG stack attack makes a single unit with blitz attack multiple times when ordered to attack once.
Thanks for that.

Quick supplementary question however:
Where do I find the BUG stack attack option? (I had quite a thorough look, unsuccessfully)
 
RevDCM tab I believe, close to opportunity fire and other combat options.
Thanks again, found it, but that one's not selected either. Could the option be on without being selected? If so, how could I check/remedy that?
 
Thanks again, found it, but that one's not selected either. Could the option be on without being selected? If so, how could I check/remedy that?
That's strange, don't really know what to say to that.

Edit: { There is an xml value, a global define for that option...

DCM_STACK_ATTACK in GlobalDefinesAlt.xml.
}
 
Isn't that involved in one of the siege options TB adjusted sometime in the last year?
No but I did struggle greatly with it to try to get it debugged on your request.
 
Hello,

which parameters do i have do change in the GlobalDefines.xml in order to have production costs reduced for units, wonders, culturebuildings und projects? i want my game to have looong research times while having fast buildtimes.

thank you in advance.
 
Hello,

which parameters do i have do change in the GlobalDefines.xml in order to have production costs reduced for units, wonders, culturebuildings und projects? i want my game to have looong research times while having fast buildtimes.

thank you in advance.
You can use upscaled research costs game option.
 
Thank you. But actually this is still too slow for my taste. i want it to be like 20% of the cost.
immersion makes me think you should be able to built some stuff in the turnspan, while i want loong research times.
 
Thank you. But actually this is still too slow for my taste. i want it to be like 20% of the cost.
immersion makes me think you should be able to built some stuff in the turnspan, while i want loong research times.
In the globals xml files in the XML folder under Assets, you'll find a value labeled something along appropriate lines in there that allows you to adjust the % of the option's modifier on research costs.
 
Hi, quick question: There seems to be a "hide automate caravan" option in the BUG options. My trade caravans cannot be automated however. There is no button for it. Is it possible to automate trade caravans or has the feature perhaps not been activated yet?
 
That actually might be impossible. I can't remember if owning tiles around the city qualifies things but I do recall that it might because I remember noticing that if you use the minimum 1 tile radius option to enforce that cities always own the tiles around them, you do effectively eliminate the potential for cultural revolt. Then again, the fixed border rules do make it harder for that kind of culture conquest because it's representative of a more fixed border system and if you think about it, it's unlikely, perhaps impossible, that San Diego would ever suddenly decide it wants to be part of Mexico. Without a war anyhow.

Late reply, but it seems that as long as both civs have fixed borders, then city capture via culture is not possible. I can take over non-city tiles, but not cities. If I had non-fixed and he had fixed then I couldn't capture non-city tiles either. Once, my rival changed civics and went into anarchy. Revolts in the cities I have totally surrounded started immediately, but once his anarchy period ended the revolts stopped also. This seems like an impediment to a more peaceful victory strategy, but maybe there's also value in protecting underdog civs from being totally overrun by culture.
 
Late reply, but it seems that as long as both civs have fixed borders, then city capture via culture is not possible. I can take over non-city tiles, but not cities. If I had non-fixed and he had fixed then I couldn't capture non-city tiles either. Once, my rival changed civics and went into anarchy. Revolts in the cities I have totally surrounded started immediately, but once his anarchy period ended the revolts stopped also. This seems like an impediment to a more peaceful victory strategy, but maybe there's also value in protecting underdog civs from being totally overrun by culture.
The point of fixed borders is that when you have them, you don't lose tiles to culture. If you don't lose tiles to culture then you can't take the tiles adj to the city, which is a prereq for the potential for forcing a revolt.
 
But I am able to capture tiles and have two of my rival's cities completely surrounded. I can capture tiles but not cities.
 
But I am able to capture tiles and have two of my rival's cities completely surrounded. I can capture tiles but not cities.
hmm... I sometimes don't understand what some of the earlier modders thought fixed borders was supposed to mean.
 
Hey!
Great mod guys i've been lurking forever thanks for bringing this into reality. I do have one question is there a way to have AI explore and colonize other planets in the customer space maps we currently have? And if not any chance it will be implemented?
I seen this question answered before, but didn’t know if there was an update to this. Or, there’s a weird workaround to include them in the space fun.

Thanks again!
 
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Hey!
Great mod guys i've been lurking forever thanks for bringing this into reality. I do have one question is there a way to have AI explore and colonize other planets in the customer space maps we currently have? And if not any chance it will be implemented?
I seen this question answered before, but didn’t know if there was an update to this. Or, there’s a weird workaround to include them in the space fun.

Thanks again!
Eventually, if all goes according to plan, sure.
 
Withdrawal chance calculated for units when u checking % of atk is correct for units who start withdrawal at lets say 50% of hp? Or ot is just % of withdrawal per battle check?
 
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