Go make that argument in the poll thread.(That's actually a very valid point, and had I thought of it prior to making the change, I wouldn't have - in fact, it might be enough to make me re-reverse my decision).
Bh
Go make that argument in the poll thread.(That's actually a very valid point, and had I thought of it prior to making the change, I wouldn't have - in fact, it might be enough to make me re-reverse my decision).
Bh
Well, you're going to either have to move or rename the original dll (recommended), or you will have to overwrite the existing file. Either way, if the game works and you're sure you placed Bhruic's file in the correct directory, it's active.![]()
if ((eCurrentImprovement != NO_IMPROVEMENT) && (GC.getImprovementInfo(pPlot->getImprovementType()).getImprovementUpgrade() != NO_IMPROVEMENT))
{
iValue += 200;
int iUpgradeTime = (GC.getGameINLINE().getImprovementUpgradeTime(eCurrentImprovement));
if (iUpgradeTime > 0) //assert this?
{
int iUpgradePenalty = (100 * (iUpgradeTime - pPlot->getUpgradeProgress()));
[b]iUpgradePenalty *= (iTotalDiff * 5);[/b]
iUpgradePenalty /= max(1, GC.getGameSpeedInfo(GC.getGame().getGameSpeedType()).getImprovementPercent());
iValue -= iUpgradePenalty;
}
}
Not sure if this has been covered, I didn't see any mention of it. But it seems that if a hostile unit attacks one of your own units, and workers are nearby, the workers will not wake up. So basically attacking onto a tile, you can ninja some workers.
Does that make sense?
The bolded line is the funky one. The local variable iTotalDiff is ALWAYS zero - it's just never set to anything anywhere. The result is that the entire block of code I quoted doesn't do anything at all past the iValue += 200; line.
Not so much.
You need to be a little clearer about who has to do what. Can you give a more specific example? Or a screenshot?
Bh
Same problem occured with healing units, at least up to 3.02.[...]So if I don't have any active units that turn, then I won't even have the option to move my workers.
I had noticed in a game that the governor worked a cottage with 9 turns to hamlet over one with 6 turns to hamlet. It seemed like it doesn't discern between the two.
Depends on your definition of "affect". It's going to warn that you are using different versions of files. But since it's purely a display issue, it shouldn't actually cause any game problems.
Bh
Update:The second one may need some explaining. Let's say you are at war with another Civ who has a Vassal. You manage to beat down the Master Civ to the point where it will Capitulate to you. Prior to this patch, what would happen is (in this order) the Master and Vassal would both gain peace with you. The Master would then Capitulate to you, which would free the Vassal. The problem with this was the order. Consider another case where you are at war with a Master and a Vassal, and the Vassal breaks away. Do you automatically gain peace with the Vassal? No, you continue to be at war with the Master and the Vassal.
- Amount of time worked taken into consideration by city plot selection (thanks SevenSpirits)
- The Vassal of a Capitulating Civ is freed before peace treaty
The same should be true in the original case - the Master is Capitulating to you, not the Vassal. The Vassal shouldn't get "free" peace just because his ex-Master is becoming a Vassal - you should continue to be at war with the Vassal. That is what the patch does, it frees the Vassal from the Master before the peace treaty is signed.
Bh
But as long as this is not agreed it should behave like Fireaxis implemented it. Any other opinions here?