I saw this thread in the Technical Support subforum. I'm not getting my games bounced on a LAN, but the lack of a 'Start on Pre-made world' option (@MAINMENU2) for any of the multi-player modes (@MAINMENU2M) is worth a look.
If I were to make a request too, I would ask to be able to add text to terrain tiles and improvements, the way it is done for cities. Like river/ region X, village Y, mine/ airfield Z etc.
(Oh, and when you start a fantasy game with the move debug thing, the selection "loops" and doesnt let you load the 4 maps.)
So, as an example, maybe it (barbarian tracking) could be customizable, such as under @COSMIC2? So that one can set whether to limit or turn off the tracking any one of the barbarian actions (unit moves, attacks, and/or city captures) they so choose.![]()
@ The Nameless One:
Is it possible to deactivate the healing process outside of cities? Or to slow it down and have something like a healer-unit who can restore your health (like an allied city does)?
And I would like to be able to enter an allied city to help my allies keep their city.
Just a crazy thought:
Would it be possible to enable settlers/engineers to create rivers on terrain?
what about turning it into ocean, so you could build a channel. Or turn sea into terrain (like in Dubai?) Even bridges/railroad over ocean (after a special tech) would be funny.
MORE IMPORTANT: An adjustable technology progress rate for each government - just like fundamentalism. I always thought a democracy's research rate was far too fast.
I'm sorry to report that I've hit a glitch. I've been using the patch as I've been developing my scenario "Burma Campaign". Everything worked as advertised, but at some point certain features stopped working. Specifically, rail movement is again unlimited, despite being set at 3. Road and river movement is 1, as set. Also, the river movement for designated naval units has stopped working. All other set functions of the patch seem to be functioning, eg. stackable terrain in combat. Can you help?
Just a quick suggestion. Could aircraft carriers capacity be limited like transport ships?
Thanks. Here you go.Sure, could you attach the relevant files (saved game, rules, etc.)? I'd be happy to take a look.
Doesn't holding Shift down prevent those moves from being rendered? The game code seems to suggest that anyway.
Being able to enter allied cities would also mean disabling their healing effect. Healer units are probably a bit out there.
I'll probably end up rewriting it entirely so we can also have land/air transports and other such goodness.
For 0.12 I'm finally finishing the "Extra units" patch, which will allow up to 127 unit definitions. Of course, the pain is in the saved game format, which has a couple of places where there's only room for 80 units (defence minister stats for instance). These will have to be moved to the Extension block. But besides that it's working well enough in-game.
Did you recently upgrade to 0.11? From now on, the movement multiplier patch needs to be enabled with the 'MovementMultipliers' key. Take a look at the description in the launcher.
Source: Just tried it myself.
Maybe I need to time it, so I know when to start holding it down?
So, umm... Yeah.
This happened.
Admittedly, I forgot if I'm supposed to take any sort of preventative measures, if needed.
Edit: Also, for some reason, city improvements are not being destroyed on city capture. I have the improvement flags enabled, and I set bit 3 to 1, but nothing is happening upon city capture.
This leads me to ask about versioning. As I understand it, and please correct me if I'm mistaken, the TOTPP parameters are not saved in the .scn file but rather exist in the TOTPPciv.exe and rules.txt file. As such, will a player who updated their TOTPP tool to the latest version be able to play a scenario that was designed with an earlier version? Therefore, will the scenario designers have to regularly update their scenarios to ensure it is always in tune with the latest version of TOTPP, or otherwise risk having their games crash for players?
That means the maximum range of your air units is directly tied to the RMM and therefore has a direct impact on your ground unit road movement. What if you wanted to have your bomber to have a range of 60 but your ground units have a road multiplier of 3 or 4? Is it possible to dissociate the air unit movement from the RMM?
And finally, my heartfelt wish is to see you successfully implement the transport feature for land and air units so eagerly sought out by our members. It would add so much flavor to my scenario to see the Air Cav infantry being transported to battle by UH-1 Iroquois helicopters!!
The Barbarians had almost 400 units in the save game I was playing (because I wasn't paying attention to my events.txt), almost all on a single map. The AI civs had only three cities there because the barbs were so pervasive. Holding down shift didn't speed up the movements either.Holding Shift does speed up the AI movement phase, but only affects moves, not attacks etc.
Sadly no. I loaded up "*_Auto2.save" to see if it happened before the first autosave, but it had apparently been there for a while, since I saw it at population 2. I checked the scenario setup file to see if there were any pre-existing or buggy airbases or fortresses, but there were none.Any idea how that happened?
Yeah that was it, bit 3 was enabled, but I tried bit 3 for other improvements as well, but they still weren't destroyed upon capture. And during some changes I was making later on in the scenario itself, I noticed that when a city is captured once, none of the improvements are destroyed. When it is captured again immediately, all of the improvements are destroyed, even if it has built every single one of them. So whether it's something in the rules file, I have no idea.I only see bit 3 being enabled for the SDI improvement. Or is this unrelated to the attached rules?
Timoleon. Suggestion 3. Can that not be done in hotseat mode?