I would like to repeat my somewhat incomprehensibly worded question. The extra settler flags seem to be ignored by the AI. Is that intended or did I make a mistake in Rules.txt?
Adds four extra flags to @UNITS_ADVANCED (column G), allowing configuration of behaviour originally hard-coded for settler-type units:
- Reduce population when built (bit 10, the rightmost bit is the first)
- Requires food support (bit 11)
- Can found cities (bit 12)
- Can improve tiles (bit 13) (can only be turned off for settler-type units, not on for regular units)
Due to the all these flags being hard-coded true for settler-type units in vanilla, you turn the behaviour OFF for them by setting the flag to 1, while for regular units you turn it ON by setting the flag to 1. Hence a 1 for any of these flags should be interpreted as "use the non-default behaviour".
Based on testing I did while building Medieval Millennium, I think the AI has always been allowed to "cheat" in these ways, at least under certain circumstances. I don't know if I'd consider the behavior a bug in the Extra Settler Flags if it happens regardless of whether/how those flags are used. In other words, it seems to me that regular, non-Settler AI units sometimes behave as if they have the flags that would give them the power to found cities and improve tiles (not always, but at least in some circumstances). So taking this away from Settler units may not block this behavior, if it's separately being permitted for any unit.As far as actions go, there are 3 possible things the AI could be ignoring:
1. Settler units forbidden to found cities are doing so anyway.
...
3. Settler units forbidden from improving tiles still do so.
... If you're reporting 1 or 3, this would probably be considered a bug, since the behaviour isn't described in the patch.
I've noticed the "NumberOfStaticUnitSprites" does not seem to work, although the SpriteGen program might be limiting the amount of units that can be applied a sprite layer to the vanilla limit of 90 units.
@Civinator
It's the Mercator SpriteGen program, that enables a tribe colour layer to be applied on any unit with white areas painted on them.
I use this old app on every scenario. But I was hoping the NumberOfStaticUnitSprites patch would allow the sprite layer to be
applied to all 189 units, but it seems now the app is the limiting factor. I wonder if Mercator could ever be asked to create a
new version that allows more units to be given the sprite layer, instead of ToT's 90...Oh, well...
Not sure how you are intending for me to do that?... and I hoped that you can use that CivSprite static file as a substitute for the SpriteGen static file.
I use this old app on every scenario. But I was hoping the NumberOfStaticUnitSprites patch would allow the sprite layer to be
applied to all 189 units, but it seems now the app is the limiting factor. I wonder if Mercator could ever be asked to create a
new version that allows more units to be given the sprite layer, instead of ToT's 90...Oh, well...
I would like to repeat my somewhat incomprehensibly worded question. The extra settler flags seem to be ignored by the AI. Is that intended or did I make a mistake in Rules.txt?
Not sure how you are intending for me to do that?
The problem is the SpriteGen program only supports 90 units, which means the 99 other units cannot be given the SPR layer.
If you have an explanation on how your files can help me apply tribe colours in CIV2, I am all ears.
Yes, they're ignored completely by the AI, this is intended. The AI wouldn't know how to handle units with the new flags anyway.
Yes, they're ignored completely by the AI, this is intended. The AI wouldn't know how to handle units with the new flags anyway.
You can use CivSprite 2 beta for that. Use the json format to export the sprite file, the txt format did not preserve the tribe masks for me. Then add images / json entries for the new units, and create a new static.spr.
Yes, they're ignored completely by the AI, this is intended. The AI wouldn't know how to handle units with the new flags anyway.
In other words, it seems to me that regular, non-Settler AI units sometimes behave as if they have the flags that would give them the power to found cities and improve tiles (not always, but at least in some circumstances). .
Thanks, TNO, but the link in Merc's old thread is shady, and my browser gave me a warning...I fear it's been corrupted.
I'll have to stick with the old program until some new version appears one day.
I like the simplicity of being able to drop a *.Bmp and creating a Spr with a mask file.