@Dancing Hoskuld made those
On SVN r10127:
Upon building my first city, all of the "[metal] near one of your cities" buildings are immediately constructed.
I believe this is because they are all set as <bAutoBuild>1</bAutoBuild>, but they have no prerequisite criteria, meaning they are immediately eligible to be built.
According to the code they should be able to be placed on clear Plains and Grasslands or Grasslands with Savanna. Unless you are using Toffer's mod then I wouldn't know.SVN 10126.
Subdued Cattle cannot place Cattle resource anywhere on map.
Subdued Donkey can.
As stated previously, Raw vicinity doesn't require that the bonus be revealed, only within workable radius.bonus has been revealed to the player.
And thus the human gets one more advantage over the AI :sigh:. I'll remover the code and think of a solution.As stated previously, Raw vicinity doesn't require that the bonus be revealed, only within workable radius.
And thus the human gets one more advantage over the AI :sigh:. I'll remover the code and think of a solution.
You are right.I checked in WB, there is definitely no metal resources near my city (and definitely not every single metal resource at once).
Just to be clear, I'm talking about the "[metal] near one of your cities" buildings, and not the "metal near this city" buildings.
The affected buildings are not keyed off vicinity tags. The automatic construction of these "near one of your cities" buildings is accomplished by the presence of the <FreeBuilding> tag in the corresponding "near this city" building. This takes effect even if bAutoBuild is disabled.
However, because bAutoBuild is enabled, and these buildings have no directly specified prerequisites at all, they are automatically constructed in all cities. bAutoBuild should be set to 0, to ensure that the "near one of your cities" buildings are only constructed once the corresponding "metal near this city" building has itself been autobuilt by the vicinity bonus.
I specifically checked all mentioned terrain types. I was using World Builder to speed up test. Same result: Tamed Cattle cannot build Cattle resource. Tamed Donkey can place Donkey resource, with 50% chance, as in description.According to the code they should be able to be placed on clear Plains and Grasslands or Grasslands with Savanna. Unless you are using Toffer's mod then I wouldn't know.
The fact that the donkey only has a 50% chance suggests a tech requirement to placing.I specifically checked all mentioned terrain types. I was using World Builder to speed up test. Same result: Tamed Cattle cannot build Cattle resource. Tamed Donkey can place Donkey resource, with 50% chance, as in description.
I'm using SVN only, no additional mods.
Also, Tamed Horse can place Horse resource.The fact that the donkey only has a 50% chance suggests a tech requirement to placing.
The only extra requirement in the code is that it must be flat land ie not hills or peaks. I'll need to hunt through the mission XML files now to see what the tech requirements are.
edit the XML code for the donkey and cow are the same and they use the same mission and outcome XML code. The only difference is that the cow XML is in core and the donkey is not! Which would normally suggest that the cow should work and the donkey should not but it is the other way around.
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You can also give the revealing tech as a prerequisite in addition to the raw vicinity bonus to achieve that result on an autobuilding.And thus the human gets one more advantage over the AI :sigh:. I'll remover the code and think of a solution.
Yeah but we don't make those kinds of changes very often and this allows for more design options rather than less.Having the reveal tech of the resource in the building means that if the reveal tech is changed on the resource then it has to on the building as well making an error more likely to happen later down the track.
What, by giving a possible 'tell' to the human player? Only if the building doesn't require the revealing tech. However, consider that the AI may not know what resources are where but it knows which plots HAVE resources that aren't unrevealed when it comes to placing cities. So it has an equivalent 'cheat' of knowledge the player doesn't in this case.It gives knowledge to the player and not to the AI.
This could be fixed by having all the branches require all the previous buildings but then people will cry "redundancies".
Not you some earlier peoples.Buildings can have redundant building prereqs.
I removed redundant tech prereqs from techs, buildings and units.
Exception were some techs having multiple (proxy) OR prereqs (Animal Riding and techs right after lifestyle techs), and buildings that are Ancient Ways, Guilds and Corporations.
Upload minidump (must be zipped if you upload attachment) and save.I'm getting hard crashes to desktop, seemingly randomly. Can't really figure out a cause. I'm using the Python interface minimod, but nothing shows in Pythonerr log or any of the others. I'm on latest SVN