Single Player bugs and crashes v38 plus (SVN) - After the 20th of February 2018

Apparently ALL buildings with iExtraPlayerInstances of -1 were either regular or special buildings.
I removed this because ordinances weren't working (<iExtraPlayerInstances>-1<iExtraPlayerInstances> makes wonders unbuildable) - I converted ordinances to national wonders (were special buildings), they have cost of Judge.
It was used only in main assets and Faustmouse module.

<iExtraPlayerInstances>-1<iExtraPlayerInstances> should never be used.

I cleaned up mod, so I have default pedia. It normally opened wonders page.

I guess file was corrupted @strategyonly that is you need to do cleanup.
Of course they are. The fields with the -1 would allow you to build more than one of the building at each level. Hopefully you have not made it so that only one grainery can be built in your nation. I don't think that is what that tag is for though.

At one stage, and still in vanilla, it was possible to have a Great Wonder that other nations could "steal" eg tallest building. There was only one active but it could always be built by someone else replacing the one that existed. It was used for that.

Isn't it used so that you can move a building from one city to another, mostly the palace when you want to improve your "distance from palace"?
 
Of course they are. The fields with the -1 would allow you to build more than one of the building at each level. Hopefully you have not made it so that only one grainery can be built in your nation. I don't think that is what that tag is for though.

At one stage, and still in vanilla, it was possible to have a Great Wonder that other nations could "steal" eg tallest building. There was only one active but it could always be built by someone else replacing the one that existed. It was used for that.

Isn't it used so that you can move a building from one city to another, mostly the palace when you want to improve your "distance from palace"?
1. Only small percentage of regular and special buildings had <iExtraPlayerInstances>-1<iExtraPlayerInstances>.
Wonders didn't have this tag, and that does exactly opposite of what you said - it effectively disables wonders from being built
It makes absolutely no sense to use it on buildings, that aren't limited in amount (not wonders).

2. Once again no national/group/world wonders had this tag with negative value, property reducing ordinances had those (were special buildings converted to national wonders).

3. Palace uses <iExtraPlayerInstances>1<iExtraPlayerInstances> and its only building, that has <iExtraPlayerInstances>1<iExtraPlayerInstances>
THIS makes wonder "stealable" at least when it comes to national wonders.
That is value of 1 makes national wonder moveable.
 
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Of course they are. The fields with the -1 would allow you to build more than one of the building at each level. Hopefully you have not made it so that only one grainery can be built in your nation. I don't think that is what that tag is for though.
It's not. I came to this conclusion by looking at the DLL. This tag should always be a default 0 unless it's for the Palace, which should be set to 1.
At one stage, and still in vanilla, it was possible to have a Great Wonder that other nations could "steal" eg tallest building. There was only one active but it could always be built by someone else replacing the one that existed. It was used for that
I don't remember this from Vanilla so I'm sure it was in another mod, but I can see how this would've been applied in that sort of case, yes.
Isn't it used so that you can move a building from one city to another, mostly the palace when you want to improve your "distance from palace"?
It's a part of that system, yes.

A -1 is not really problematic, per se, unless you have a national, team or global limit applied, in which case, the -1 counters the limit in the calculation on if the building can be constructed. The -1 instances were eliminated on normal buildings just to keep modders from continuing to assume this is the default when it is not and should not be.
 
A tiny bug for me is the fact when I build a city now I can get a notification like " Tin- Vincinity Autobuild" or whatever it is

I might be a way off disocovering tin or iron or whatever yet I get informed that it is nearby. Probablyjust a psychological, immersion breaking thing more than anything else
 
A tiny bug for me is the fact when I build a city now I can get a notification like " Tin- Vincinity Autobuild" or whatever it is

I might be a way off disocovering tin or iron or whatever yet I get informed that it is nearby. Probablyjust a psychological, immersion breaking thing more than anything else
Notifications like that can't be selectively disabled, but those autobuilds can be removed but then it would annoy @Dancing Hoskuld :p
 
Should animals be able to keep ships out of ports? I'm hoping you'll say no, but currently (okay it was SVN 10373 I think) they can. Four dart frog units that were not there the turn before, spawned in the city (where animals almost never spawn), and could have led to the loss of a transport fleet.

Cutthroats keeping ships out of port I can live with, but frogs???! It makes no sense from any perspective. The whole thing of land units being zero-strength at sea and vice versa - needs fixing. At least that's the only way - that I can see - to stop frogs from threatening warships...
 
A tiny bug for me is the fact when I build a city now I can get a notification like " Tin- Vincinity Autobuild" or whatever it is

I might be a way off disocovering tin or iron or whatever yet I get informed that it is nearby. Probablyjust a psychological, immersion breaking thing more than anything else
Notifications like that can't be selectively disabled, but those autobuilds can be removed but then it would annoy @Dancing Hoskuld :p
I thought I had the correct tech on those buildings ie the one where the resource was revealed. Have the tech for revealing the metals changed? Or is it the case that I changed them to all the same tech on my version and forgot to transfer the change to the SVN?
 
I thought I had the correct tech on those buildings ie the one where the resource was revealed. Have the tech for revealing the metals changed? Or is it the case that I changed them to all the same tech on my version and forgot to transfer the change to the SVN?
Autobuilds never got tech requirement.

Code:
<BuildingInfo>
            <BuildingClass>BUILDINGCLASS_AUTOBUILD_ALUMINUM_NEAR</BuildingClass>
            <Type>BUILDING_AUTOBUILD_ALUMINUM_NEAR</Type>
            <Description>TXT_KEY_AUTOBUILD_ALUMINUM_NEAR</Description>
            <Civilopedia>TXT_KEY_AUTOBUILD_METAL_NEAR_PEDIA</Civilopedia>
            <Strategy>TXT_KEY_AUTOBUILD_METAL_NEAR_STRATEGY</Strategy>
            <Advisor>ADVISOR_ECONOMY</Advisor>
            <ArtDefineTag>ART_DEF_BUILDING_GAME_AUTOBUILD</ArtDefineTag>
            <iMinAreaSize>-1</iMinAreaSize>
            <fVisibilityPriority>1</fVisibilityPriority>
            <!-- Prerequisites -->
            <RawVicinityBonus >BONUS_BAUXITE</RawVicinityBonus >
            <MapCategoryTypes>
                <MapCategoryType>MAPCATEGORY_EARTH</MapCategoryType>
            </MapCategoryTypes>
            <iCost>-1</iCost>
            <!-- Other -->
            <bAutoBuild>1</bAutoBuild>
        </BuildingInfo>
        <BuildingInfo>
            <BuildingClass>BUILDINGCLASS_AUTOBUILD_COPPER_NEAR</BuildingClass>
            <Type>BUILDING_AUTOBUILD_COPPER_NEAR</Type>
            <Description>TXT_KEY_AUTOBUILD_COPPER_NEAR</Description>
            <Civilopedia>TXT_KEY_AUTOBUILD_METAL_NEAR_PEDIA</Civilopedia>
            <Strategy>TXT_KEY_AUTOBUILD_METAL_NEAR_STRATEGY</Strategy>
            <Advisor>ADVISOR_ECONOMY</Advisor>
            <ArtDefineTag>ART_DEF_BUILDING_GAME_AUTOBUILD</ArtDefineTag>
            <iMinAreaSize>-1</iMinAreaSize>
            <fVisibilityPriority>1</fVisibilityPriority>
            <!-- Prerequisites -->
            <RawVicinityBonus >BONUS_COPPER</RawVicinityBonus >
            <MapCategoryTypes>
                <MapCategoryType>MAPCATEGORY_EARTH</MapCategoryType>
            </MapCategoryTypes>
            <iCost>-1</iCost>
            <!-- Other -->
            <bAutoBuild>1</bAutoBuild>
        </BuildingInfo>
        <BuildingInfo>
            <BuildingClass>BUILDINGCLASS_AUTOBUILD_GOLD_NEAR</BuildingClass>
            <Type>BUILDING_AUTOBUILD_GOLD_NEAR</Type>
            <Description>TXT_KEY_AUTOBUILD_GOLD_NEAR</Description>
            <Civilopedia>TXT_KEY_AUTOBUILD_METAL_NEAR_PEDIA</Civilopedia>
            <Strategy>TXT_KEY_AUTOBUILD_METAL_NEAR_STRATEGY</Strategy>
            <Advisor>ADVISOR_ECONOMY</Advisor>
            <ArtDefineTag>ART_DEF_BUILDING_GAME_AUTOBUILD</ArtDefineTag>
            <iMinAreaSize>-1</iMinAreaSize>
            <fVisibilityPriority>1</fVisibilityPriority>
            <!-- Prerequisites -->
            <RawVicinityBonus >BONUS_GOLD</RawVicinityBonus >
            <MapCategoryTypes>
                <MapCategoryType>MAPCATEGORY_EARTH</MapCategoryType>
            </MapCategoryTypes>
            <iCost>-1</iCost>
            <!-- Other -->
            <bAutoBuild>1</bAutoBuild>
        </BuildingInfo>
        <BuildingInfo>
            <BuildingClass>BUILDINGCLASS_AUTOBUILD_IRON_NEAR</BuildingClass>
            <Type>BUILDING_AUTOBUILD_IRON_NEAR</Type>
            <Description>TXT_KEY_AUTOBUILD_IRON_NEAR</Description>
            <Civilopedia>TXT_KEY_AUTOBUILD_METAL_NEAR_PEDIA</Civilopedia>
            <Strategy>TXT_KEY_AUTOBUILD_METAL_NEAR_STRATEGY</Strategy>
            <Advisor>ADVISOR_ECONOMY</Advisor>
            <ArtDefineTag>ART_DEF_BUILDING_GAME_AUTOBUILD</ArtDefineTag>
            <iMinAreaSize>-1</iMinAreaSize>
            <fVisibilityPriority>1</fVisibilityPriority>
            <!-- Prerequisites -->
            <RawVicinityBonus >BONUS_IRON</RawVicinityBonus >
            <MapCategoryTypes>
                <MapCategoryType>MAPCATEGORY_EARTH</MapCategoryType>
            </MapCategoryTypes>
            <iCost>-1</iCost>
            <!-- Other -->
            <bAutoBuild>1</bAutoBuild>
        </BuildingInfo>
        <BuildingInfo>
            <BuildingClass>BUILDINGCLASS_AUTOBUILD_LEAD_NEAR</BuildingClass>
            <Type>BUILDING_AUTOBUILD_LEAD_NEAR</Type>
            <Description>TXT_KEY_AUTOBUILD_LEAD_NEAR</Description>
            <Civilopedia>TXT_KEY_AUTOBUILD_METAL_NEAR_PEDIA</Civilopedia>
            <Strategy>TXT_KEY_AUTOBUILD_METAL_NEAR_STRATEGY</Strategy>
            <Advisor>ADVISOR_ECONOMY</Advisor>
            <ArtDefineTag>ART_DEF_BUILDING_GAME_AUTOBUILD</ArtDefineTag>
            <iMinAreaSize>-1</iMinAreaSize>
            <fVisibilityPriority>1</fVisibilityPriority>
            <!-- Prerequisites -->
            <RawVicinityBonus >BONUS_LEAD</RawVicinityBonus >
            <MapCategoryTypes>
                <MapCategoryType>MAPCATEGORY_EARTH</MapCategoryType>
            </MapCategoryTypes>
            <iCost>-1</iCost>
            <!-- Other -->
            <bAutoBuild>1</bAutoBuild>
        </BuildingInfo>
        <BuildingInfo>
            <BuildingClass>BUILDINGCLASS_AUTOBUILD_PLATINUM_NEAR</BuildingClass>
            <Type>BUILDING_AUTOBUILD_PLATINUM_NEAR</Type>
            <Description>TXT_KEY_AUTOBUILD_PLATINUM_NEAR</Description>
            <Civilopedia>TXT_KEY_AUTOBUILD_METAL_NEAR_PEDIA</Civilopedia>
            <Strategy>TXT_KEY_AUTOBUILD_METAL_NEAR_STRATEGY</Strategy>
            <Advisor>ADVISOR_ECONOMY</Advisor>
            <ArtDefineTag>ART_DEF_BUILDING_GAME_AUTOBUILD</ArtDefineTag>
            <iMinAreaSize>-1</iMinAreaSize>
            <fVisibilityPriority>1</fVisibilityPriority>
            <!-- Prerequisites -->
            <RawVicinityBonus >BONUS_PLATINUM</RawVicinityBonus >
            <MapCategoryTypes>
                <MapCategoryType>MAPCATEGORY_EARTH</MapCategoryType>
            </MapCategoryTypes>
            <iCost>-1</iCost>
            <!-- Other -->
            <bAutoBuild>1</bAutoBuild>
        </BuildingInfo>
        <BuildingInfo>
            <BuildingClass>BUILDINGCLASS_AUTOBUILD_SILVER_NEAR</BuildingClass>
            <Type>BUILDING_AUTOBUILD_SILVER_NEAR</Type>
            <Description>TXT_KEY_AUTOBUILD_SILVER_NEAR</Description>
            <Civilopedia>TXT_KEY_AUTOBUILD_METAL_NEAR_PEDIA</Civilopedia>
            <Strategy>TXT_KEY_AUTOBUILD_METAL_NEAR_STRATEGY</Strategy>
            <Advisor>ADVISOR_ECONOMY</Advisor>
            <ArtDefineTag>ART_DEF_BUILDING_GAME_AUTOBUILD</ArtDefineTag>
            <iMinAreaSize>-1</iMinAreaSize>
            <fVisibilityPriority>1</fVisibilityPriority>
            <!-- Prerequisites -->
            <RawVicinityBonus >BONUS_SILVER</RawVicinityBonus >
            <MapCategoryTypes>
                <MapCategoryType>MAPCATEGORY_EARTH</MapCategoryType>
            </MapCategoryTypes>
            <iCost>-1</iCost>
            <!-- Other -->
            <bAutoBuild>1</bAutoBuild>
        </BuildingInfo>
        <BuildingInfo>
            <BuildingClass>BUILDINGCLASS_AUTOBUILD_TIN_NEAR</BuildingClass>
            <Type>BUILDING_AUTOBUILD_TIN_NEAR</Type>
            <Description>TXT_KEY_AUTOBUILD_TIN_NEAR</Description>
            <Civilopedia>TXT_KEY_AUTOBUILD_METAL_NEAR_PEDIA</Civilopedia>
            <Strategy>TXT_KEY_AUTOBUILD_METAL_NEAR_STRATEGY</Strategy>
            <Advisor>ADVISOR_ECONOMY</Advisor>
            <ArtDefineTag>ART_DEF_BUILDING_GAME_AUTOBUILD</ArtDefineTag>
            <iMinAreaSize>-1</iMinAreaSize>
            <fVisibilityPriority>1</fVisibilityPriority>
            <!-- Prerequisites -->
            <RawVicinityBonus >BONUS_TIN</RawVicinityBonus >
            <MapCategoryTypes>
                <MapCategoryType>MAPCATEGORY_EARTH</MapCategoryType>
            </MapCategoryTypes>
            <iCost>-1</iCost>
            <!-- Other -->
            <bAutoBuild>1</bAutoBuild>
        </BuildingInfo>
        <BuildingInfo>
            <BuildingClass>BUILDINGCLASS_AUTOBUILD_TITANIUM_NEAR</BuildingClass>
            <Type>BUILDING_AUTOBUILD_TITANIUM_NEAR</Type>
            <Description>TXT_KEY_AUTOBUILD_TITANIUM_NEAR</Description>
            <Civilopedia>TXT_KEY_AUTOBUILD_METAL_NEAR_PEDIA</Civilopedia>
            <Strategy>TXT_KEY_AUTOBUILD_METAL_NEAR_STRATEGY</Strategy>
            <Advisor>ADVISOR_ECONOMY</Advisor>
            <ArtDefineTag>ART_DEF_BUILDING_GAME_AUTOBUILD</ArtDefineTag>
            <iMinAreaSize>-1</iMinAreaSize>
            <fVisibilityPriority>1</fVisibilityPriority>
            <!-- Prerequisites -->
            <RawVicinityBonus >BONUS_TITANIUM</RawVicinityBonus >
            <MapCategoryTypes>
                <MapCategoryType>MAPCATEGORY_EARTH</MapCategoryType>
            </MapCategoryTypes>
            <iCost>-1</iCost>
            <!-- Other -->
            <bAutoBuild>1</bAutoBuild>
        </BuildingInfo>

        <BuildingInfo>
            <BuildingClass>BUILDINGCLASS_AUTOBUILD_CAMEL_NEAR</BuildingClass>
            <Type>BUILDING_AUTOBUILD_CAMEL_NEAR</Type>
            <Description>TXT_KEY_AUTOBUILD_CAMEL_NEAR</Description>
            <Civilopedia>TXT_KEY_AUTOBUILD_ANIMAL_NEAR_PEDIA</Civilopedia>
            <Strategy>TXT_KEY_AUTOBUILD_ANIMAL_NEAR_STRATEGY</Strategy>
            <Advisor>ADVISOR_ECONOMY</Advisor>
            <ArtDefineTag>ART_DEF_BUILDING_GAME_AUTOBUILD</ArtDefineTag>
            <iMinAreaSize>-1</iMinAreaSize>
            <fVisibilityPriority>1</fVisibilityPriority>
            <!-- Prerequisites -->
            <RawVicinityBonus >BONUS_CAMEL</RawVicinityBonus >
            <MapCategoryTypes>
                <MapCategoryType>MAPCATEGORY_EARTH</MapCategoryType>
            </MapCategoryTypes>
            <iCost>-1</iCost>
            <!-- Other -->
            <bAutoBuild>1</bAutoBuild>
        </BuildingInfo>
        <BuildingInfo>
            <BuildingClass>BUILDINGCLASS_AUTOBUILD_ELEPHANT_NEAR</BuildingClass>
            <Type>BUILDING_AUTOBUILD_ELEPHANT_NEAR</Type>
            <Description>TXT_KEY_AUTOBUILD_ELEPHANT_NEAR</Description>
            <Civilopedia>TXT_KEY_AUTOBUILD_ANIMAL_NEAR_PEDIA</Civilopedia>
            <Strategy>TXT_KEY_AUTOBUILD_ANIMAL_NEAR_STRATEGY</Strategy>
            <Advisor>ADVISOR_ECONOMY</Advisor>
            <ArtDefineTag>ART_DEF_BUILDING_GAME_AUTOBUILD</ArtDefineTag>
            <iMinAreaSize>-1</iMinAreaSize>
            <fVisibilityPriority>1</fVisibilityPriority>
            <!-- Prerequisites -->
            <RawVicinityBonus >BONUS_ELEPHANT</RawVicinityBonus >
            <MapCategoryTypes>
                <MapCategoryType>MAPCATEGORY_EARTH</MapCategoryType>
            </MapCategoryTypes>
            <iCost>-1</iCost>
            <!-- Other -->
            <bAutoBuild>1</bAutoBuild>
        </BuildingInfo>
        <BuildingInfo>
            <BuildingClass>BUILDINGCLASS_AUTOBUILD_HORSE_NEAR</BuildingClass>
            <Type>BUILDING_AUTOBUILD_HORSE_NEAR</Type>
            <Description>TXT_KEY_AUTOBUILD_HORSE_NEAR</Description>
            <Civilopedia>TXT_KEY_AUTOBUILD_ANIMAL_NEAR_PEDIA</Civilopedia>
            <Strategy>TXT_KEY_AUTOBUILD_ANIMAL_NEAR_STRATEGY</Strategy>
            <Advisor>ADVISOR_ECONOMY</Advisor>
            <ArtDefineTag>ART_DEF_BUILDING_GAME_AUTOBUILD</ArtDefineTag>
            <iMinAreaSize>-1</iMinAreaSize>
            <fVisibilityPriority>1</fVisibilityPriority>
            <!-- Prerequisites -->
            <RawVicinityBonus >BONUS_HORSE</RawVicinityBonus >
            <MapCategoryTypes>
                <MapCategoryType>MAPCATEGORY_EARTH</MapCategoryType>
            </MapCategoryTypes>
            <iCost>-1</iCost>
            <!-- Other -->
            <bAutoBuild>1</bAutoBuild>
        </BuildingInfo>

I guess you forgot to add those.
 
I assume you mean the metal ones since many autobuilds do have tech requirements eg Barter Post.
Yep your metal and animal ones.

All land animals (map resources) are revealed at Scavenging.
Metals are revealed at:
Hard Hammer Percussion (X5) - Copper Ore
Barter (X12) - Gold Ore, Silver Ore

Mining (X22) - Lead Ore
Metal Casting (X25) - Iron Ore, Platinum Ore
Bronze Working (X29) - Tin Ore

Industrialism (X72) - Bauxite Ore
Advanced Metallurgy (X73) - Titanium Ore

And now added tech requirements to your vicinity autobuilds.
Tech requirement is tech revealing resource, that is needed for vicinity autobuild.
Raw vicinity ensures, that autobuilding is built as soon as resource is visible.
Tech requirement means vicinity autobuilding don't get created before such resource is revealed.
 
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Should animals be able to keep ships out of ports? I'm hoping you'll say no, but currently (okay it was SVN 10373 I think) they can. Four dart frog units that were not there the turn before, spawned in the city (where animals almost never spawn), and could have led to the loss of a transport fleet.

Cutthroats keeping ships out of port I can live with, but frogs???! It makes no sense from any perspective. The whole thing of land units being zero-strength at sea and vice versa - needs fixing. At least that's the only way - that I can see - to stop frogs from threatening warships...
Interesting. There's a few things about this.
First, any animals that can spawn in cities should be given the bBlendsWithCity boolean on their base unit define. This would help to solve any problems with that.

Cutthroats... I'd like to see a save where one is in a city. I need to check on a few things, like should they even be able to be in a city without capturing it. I know they are a criminal but they are also a ruffian unit and I'm not sure if as a criminal they get bBlendsWithCity or not - they might. And if they do, they shouldn't be stopping ships or anything else. But if they don't, I'm wondering if they are being upgraded within an enemy city from a previous unit and that might be the issue, though I thought criminals couldn't upgrade when IN an enemy city so that would be another angle where it could be an issue.
 
Interesting. There's a few things about this.
First, any animals that can spawn in cities should be given the bBlendsWithCity boolean on their base unit define. This would help to solve any problems with that.

Cutthroats... I'd like to see a save where one is in a city. I need to check on a few things, like should they even be able to be in a city without capturing it. I know they are a criminal but they are also a ruffian unit and I'm not sure if as a criminal they get bBlendsWithCity or not - they might. And if they do, they shouldn't be stopping ships or anything else. But if they don't, I'm wondering if they are being upgraded within an enemy city from a previous unit and that might be the issue, though I thought criminals couldn't upgrade when IN an enemy city so that would be another angle where it could be an issue.
Currently NOTHING uses bBlendsWithCity tag.

Or its bBlendIntoCity?
This tag is used in
Search "/bBlendIntoCity" (21 hits in 3 files)
Caveman2Cosmos\Assets\Modules\My_Mods\New_Cultures\Heroes_CIV4UnitInfos.xml (5 hits)
Caveman2Cosmos\Assets\Modules\Vokarya\VokaryaWonders_CIV4UnitInfos.xml (1 hit)
Caveman2Cosmos\Assets\XML\Units\CIV4UnitInfos.xml (15 hits)

Cutthroat has this tag.

As for animals I could add bBlendIntoCity to ALL units at once.

<iAggression> is used in only one place - animals unit infos.
ALL animals have that tag except locust.

Replacing with regular expression:
Find </iAggression> (closing tag for thing, that is used only with animals)
Replace with </iAggression>\n\t\t\t<bBlendIntoCity>1</bBlendIntoCity>
This will insert <bBlendIntoCity>1</bBlendIntoCity> right below aggression tag.
 
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Currently NOTHING uses bBlendsWithCity tag.

Or its bBlendIntoCity?
This tag is used in
Search "/bBlendIntoCity" (21 hits in 3 files)
Caveman2Cosmos\Assets\Modules\My_Mods\New_Cultures\Heroes_CIV4UnitInfos.xml (5 hits)
Caveman2Cosmos\Assets\Modules\Vokarya\VokaryaWonders_CIV4UnitInfos.xml (1 hit)
Caveman2Cosmos\Assets\XML\Units\CIV4UnitInfos.xml (15 hits)

Cutthroat has this tag.

As for animals I could add bBlendIntoCity to ALL units at once.
Yeah that's the one. I'm going off of the top of my head here. Not all animals should be able to though, only those that CAN spawn there.

So the cutthroat does have that... interesting. It shouldn't be able to stop ships so I'll have to get a save that shows the situation. I know I could create a small scenario that does. But if anyone sees the issue before I get around to it, because I'm not looking to work on that RIGHT away, please feel free to post it.
 
Yeah that's the one. I'm going off of the top of my head here. Not all animals should be able to though, only those that CAN spawn there.
Well my option - Dangerous Wildlife probably allows all animals to spawn in cities too.

So I should use it on animals with
<iAnimalIgnoresBorders>2</iAnimalIgnoresBorders> and <iAnimalIgnoresBorders>3</iAnimalIgnoresBorders> then
 
Well my option - Dangerous Wildlife probably allows all animals to spawn in cities too.

So I should use it on animals with
<iAnimalIgnoresBorders>2</iAnimalIgnoresBorders> and <iAnimalIgnoresBorders>3</iAnimalIgnoresBorders> then
Only the 3.
 
Only the 3.
Dart frog has value of 2 though - and it stopped ships from entering city as @Yudishtira reported.
Code:
           <Class>UNITCLASS_DARTFROG</Class>
           .......................................................
           <iAnimalIgnoresBorders>2</iAnimalIgnoresBorders>

He might be playing with Dangerous Wildlife option though.
Any animal can spawn or move into civ border on plot with improvement.

It seems like bBlendIntoCity doesn't do anything in code except being initialized.
Also most of time its "iBlendIntoCity" not "bBlendIntoCity"
That is it looks like all bBlendIntoCity in UnitInfo.cpp should be iBlendIntoCity or something.
 
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Dart frog has value of 2 though - and it stopped ships from entering city as @Yudishtira reported.
Code:
           <Class>UNITCLASS_DARTFROG</Class>
           .......................................................
           <iAnimalIgnoresBorders>2</iAnimalIgnoresBorders>

He might be playing with Dangerous Wildlife option though.
Any animal can spawn or move into civ border on plot with improvement.

It seems like bBlendIntoCity doesn't do anything in code except being initialized.
Also most of time its "iBlendIntoCity" not "bBlendIntoCity"
That is it looks like all bBlendIntoCity in UnitInfo.cpp should be iBlendIntoCity or something.
iBlendIntoCity would be an adjuster that goes on promotions and unitcombats. bBlendIntoCity would form the base on the base unit definition. iAnimalIgnoresBorders set to 2 should keep animals from being able to spawn inside a city unless your option is on. So maybe we do need, for the sake of simplicity, to set all animals to bBlendIntoCity for that option...
 
iBlendIntoCity would be an adjuster that goes on promotions and unitcombats. bBlendIntoCity would form the base on the base unit definition. iAnimalIgnoresBorders set to 2 should keep animals from being able to spawn inside a city unless your option is on. So maybe we do need, for the sake of simplicity, to set all animals to bBlendIntoCity for that option...
I added bBlendIntoCity to all animals now.

Can cutthroat get promotion that removes bBlendIntoCity tag?
 
Interesting. There's a few things about this.
First, any animals that can spawn in cities should be given the bBlendsWithCity boolean on their base unit define. This would help to solve any problems with that.

Cutthroats... I'd like to see a save where one is in a city. I need to check on a few things, like should they even be able to be in a city without capturing it. I know they are a criminal but they are also a ruffian unit and I'm not sure if as a criminal they get bBlendsWithCity or not - they might. And if they do, they shouldn't be stopping ships or anything else. But if they don't, I'm wondering if they are being upgraded within an enemy city from a previous unit and that might be the issue, though I thought criminals couldn't upgrade when IN an enemy city so that would be another angle where it could be an issue.
I gave the Cutthroats just as an example of something I could live with, not of something I've experienced. I don't know how they interact in enemy ports with incoming ships friendly to the port.
 
I added bBlendIntoCity to all animals now.

Can cutthroat get promotion that removes bBlendIntoCity tag?
Theoretically but it's not generally a benefit. Not for a criminal who then loses out on a lot of his abilities due to that.
 
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