EDIT: Also the fix does NOT work on the movie Treasury? It played TWICE
Fix for it wasn't in the beta fix but I've fixed it to the 2.9 release version.
I noticed you added Target First for SAM Infantry and ACV Infantry to target helicopter type units.
Well, why did not you add that to submarines' target toward transport types? Or at least earlier submarines against earlier transports and later subs against later transports?
Because submarines didn't target just transports in the World Wars - in fact their main objectives where to sink any vessels and there wasn't difference between transports or warships.
I would like to see Vincentz's Silent Hunter mod in 2.9 too.
I don't want to clutter basic RoM with optional modules. Since Vincentz's modules are already available here and they are in Afforess' AND, I don't see any need to add it.
Had this error message:
Traceback (most recent call last):
File "BugEventManager", line 378, in _handleConsumableEvent
File "autologEventManager", line 307, in onKbdEvent
AttributeError: 'CvColorInfo' object has no attribute 'getXmlVal'
EDIT: Also got these, dont know if they mean anything or not?
Warning: Node Leaf_3x1 has no generic art matching constraint 0.000000
Warning: Node Leaf_3x1 has no generic art matching constraint 0.000000
File Art/Structures/Cities/med_europe.nif does not contain a node named 1x1x2_04 pointed at by artref art:building
File Art/Structures/Cities/med_europe.nif does not contain a node named 1x1x2_04 pointed at by artref art:building
Also what is that 3 radius stuff?
I guess I should report that BUG mod bug to BUG team... I think autologEventManager is exactly same as in BUG mod.
Those LSystem Leaf messages are just warnings, nothing to worry about.
The radius between cities was increased to 3 based on some discussions in Better BtS AI forum where there was talk about AIs building their cities too close to each other. This change was added to help AIs develop their empire better. Human player usually places his/her cities at least 3 plots away anyway, so why AIs shouldn't do the same?
I came across some awkward consequence of the four-tile distance rule.
In the picture below, I would like to found the new city 1N of the designated tile. However, that would be within 3 tiles of Madrid - even those tiles are diagonal.
In the end, I would end up with 5 tiles of overlap with existing cities, instead of two.
I also noted that on higher levels (immortal) the AI sometimes struggles with the lack of early buildings. As a result of that, it builds myrads of trash units (javeliners and archers) and strangles itself with unit support.
But besindes this nagging, I am enjoing the mod enormously. It is an awesome piece of work - thanks Zap!
Well, I knew there would be some ackward city placement situations when human player strategically plans the city placement but as said above the change was made to help the AI players. I'll have to see some games and get solid feedback about this change before I decide if the change stays for v3.0 or if I should revert it back to BtS default value.
The AI's struggle on immortal is probably caused by the building costs on harder difficulty levels but I'm not sure about this - it could be result of Better BtS AI too. It could be caused by AIs' civic choices too.. there's so many factors that affect AI's decision making on what to build in a city that it's going to be hard to improve the situation.
The chinese cannon and machine gun units
Thanks. I'll check those.