IIRC it's the floor of the outcome in a [0,x) interval
So the outcome for getSorenRandNum(x) is between 0 and (x-1)
It should be 0, 1, and 2 in this case
the in-game announcement says that civ x has declared war on itself rather than on the civ it has actually declared war on. thats what I meant by "x has declared war on x".
I want to fix a bug in RFCCW whereby capturing a stack of enemy workers when running the slavery civic only gives you 1 worker.
the way it works now is that the workers capture tag is "NONE" and the creation of the slave unit is all python and starts from "onCombatResult". if you aren't running the slavery civic python creates a worker, filling in for the missing capture mechanic. so the python just sees the top worker in the stack losing combat with enemy unit and misses the other workers.
so to fix this I could
1. insert something into CvUnit::kill(bool bDelay, PlayerTypes ePlayer)
"if Civic = slavery and unit = worker then unit = slave" except I have no idea what the syntax would be and the unit types would have to be added to the DLL since they are not there now.
or
2. add an "onUnitCaptured" python method, which afaik doesn't exist in any mod.
I'd like to be able to run the autoplay on normal speed and then switch to a slower speed once I spawn. I'm sure other RFC players would like this too. I can do it by opening WB, saving the game, text-editing the gamespeed in that file and reloading, but could it be done within the game?
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