Unofficial BTS 3.13 patch

I know it's not a bug but rather an annoyance but how about auto-workers not building roads on naked tundra? Naked tundra is close to worthless but if it's got a forest next to it, one might at least try spreading it - which won't work if the workers already built roads on the tundra.
Automated trade networking would be somewhat convenient, if only the workers wouldn't mess with the tundra.

Forrest does spread to roads.
 
Doh! It does?! Thanks for enlightining me. :blush:
Alright then, move on folks, nothing to see here ... except:

Thanks again Bhruic, great work! :goodjob:
 
:scurries in before moving along to say:
it does, but roads cut the chance in half. jungle follows the same spreading rules, which is why i put roads on tiles nanas/gems/hills next to jungle before i have ironworking. :lol:
 
Granted this is bug is specific to the Celts (and may be functioning as designed): Gaelic Warriors upgraded to Macemen are no longer eligible for the Guerilla II promotion..

They ought to be: The still have Guerilla I, and Guerilla II is (according to the promo xml) available to melee units.

I am using BTS 3.13 and the unofficial patch. Any ideas?

Thanks.
 
Thyrwyn, i think it's more that the promo xml has to include Guerilla II is available to melee because of gaelic warriors, but it doesn't apply for any other melee units.

one of the changes in the optional part of Bhruic's mod (the one that put back the glance screen) is "Civilopedia promotions no longer display a unit class if only a subsection of that class can get the promotion" and i'm pretty sure gaelic warriors are the exact reason (or one of them) that change was made. he took it out of the pedia, altho it's not exactly a bug (so it's not in the "real" patch), because it's quite confusing. not just to you, trust me :).
 
I was not referring to the 'pedia. My understanding of the intent of the change was to make any melee unit which had Guerilla I eligible for Guerilla II & III.

I was pretty sure it used to play that way (though I may be mis-remembering. . .).
 
Everyone needs to be running the same version. You won't be able to play online with someone who hasn't installed this patch.

However, what you can do is set the patch up as a mod, and play that way. It won't interfere with your online play.

Bh

In case this hasn't been asked before... how do you do this?
 
oh i see. i knew you weren't referring to the pedia, but it takes all its info from the .xml. i checked warlords tho, and it does let macemen that have guerilla1 from being gallic warriors as babies promote to guerilla2. i'd thought they weren't, that they had to do it while they were still GWs. i wasn't brennus often and cba to change the cd, so i checked on hubby's pc. he may have changed it, the date on the units xml is later than the rest of 'em, so i dunno for sure :confused:.
 
Hey -- what happened with the whole stealth destroyers not acting as escorts issue that was brought up a few weeks ago. Was there a fix made for this or not? (I assume not, as I didn't see anything about it on the changelog.) I haven't been following this thread as religiously as I should after I got sucked into my own mod projects...
 
Thanks, Bursk
 
Hey my friend and I installed this unofficial patch, as well as the supplement (copied the supplement files into the my documents/my games/etc.) but we don't have the "At-A-Glance" tab back. Anyone know what we did wrong?
 
Hey my friend and I installed this unofficial patch, as well as the supplement (copied the supplement files into the my documents/my games/etc.) but we don't have the "At-A-Glance" tab back. Anyone know what we did wrong?
where exactly did you put the supplemental files?
 
my game crash after i chosed civ, map, etc... during it load the map.

can I use the patch?

I had a problem like that before. Are you now, or have you in the past used a graphics mod?
 
where exactly did you put the supplemental files?

In the right place, we found out apparently the screen only appears in single-player, is there any way for to make it appear again in MP games??
 
@ Maben
Bhruic explained a way that works also in MP at post 30 in http://forums.civfanatics.com/showthread.php?t=245988&page=2

Nonetheless, it is worth noting that if you do this, you will probably find that in MP every time you start a game others receive a warning that you have a modded version of the game. If you play with anyone you don't know (online for instance), this may cause a problem! Other than that, it works a treat.
 
the whole stealth destroyers not acting as escorts issue

I'd like to second that and extend it to a call for fixing seabattles in general.
The two current misconceptions:
a) stealth units don't defend, unless they're visible to the attacker
b) empty units defend, even if they're not the strongest unit in the stack

This leads to:
a) stealth vessels' usefulness being greatly reduced
b) missiles on missile cruisers threatening the missile cruisers defense cappabilities

As I wrote here:
What's a strong ship in a convoy good for, if it won't defend it's convoy?
If I don't want my stealth ships to fight unless I use them for attacks (or they get spotted), I'll simply not put them on the convoy tile or in the convoy stack/group. Besides the power stealth brings is that the stealth unit has the element of surprise. So the enemy thinks he's attacking an unprotected transport convoy only to find himself ship to ship with a bunch of destroyers and subs.

Imo the best logic for chosing defenders in sea battles would be:
a) Strongest ship defends, be it stealth or not, loaded or empty.
b) If an empty and a loaded ship tie strength-wise, then the empty ship is chosen.
 
Back
Top Bottom