It's checking iSpreadExternalValue though (or well, supposed to be...).
Ah yes, I see now. Reading comprehension for the win!
It's checking iSpreadExternalValue though (or well, supposed to be...).
if (iSpreadExternalValue [B][COLOR="Red"]==[/COLOR][/B] 0)
if (getFeatureType() == NO_FEATURE)
{
if (getImprovementType() != NO_IMPROVEMENT)
{
if (GC.getImprovementInfo(getImprovementType()).isRequiresFeature())
{
setImprovementType(NO_IMPROVEMENT);
}
}
}
//
// Mongoose FeatureDamageFix BEGIN
//
else if (GC.getFeatureInfo(getFeatureType()).getTurnDamage() > 0)
{
CLLNode<IDInfo>* pUnitNode;
CvUnit* pLoopUnit;
pUnitNode = headUnitNode();
while (pUnitNode != NULL)
{
pLoopUnit = ::getUnit(pUnitNode->m_data);
pUnitNode = nextUnitNode(pUnitNode);
pLoopUnit->getGroup()->clearMissionQueue();
pLoopUnit->getGroup()->setActivityType(ACTIVITY_AWAKE);
}
}
//
// Mongoose FeatureDamageFix END
//
}
}
Features can't grow if there is a unit on the tile, so setFeatureType should never be called when a unit is on a tile (excepting random events & worker clearing).
void CvCity::setCultureLevel(CultureLevelTypes eNewValue, bool bUpdatePlotGroups)
{
...
if (eOldValue != eNewValue)
{
...
if (GC.getGameINLINE().isFinalInitialized())
{
...
/************************************************************************************************/
/* UNOFFICIAL_PATCH 08/08/10 EmperorFool */
/* */
/* Bugfix, already called by AI_doTurn() */
/************************************************************************************************/
AI_updateBestBuild();
/************************************************************************************************/
/* UNOFFICIAL_PATCH END */
/************************************************************************************************/
}
}
}
int CvCity::badHealth(bool bNoAngry, int iExtra) const
{
[COLOR="DimGray"](...)[/COLOR]
iHealth = totalBadBuildingHealth();
if (iHealth < 0)
{
iTotalHealth += iHealth;
}
[COLOR="DimGray"](...)[/COLOR]
[B][COLOR="Red"] iHealth = getExtraBuildingBadHealth();
if (iHealth < 0)
{
iTotalHealth += iHealth;
}[/COLOR][/B]
[COLOR="Green"]// ^ needs to be removed ^[/COLOR]
[COLOR="DimGray"](...)[/COLOR]
}
GravityWave: if whatever mod you are using has LeadFromBehind in it, GG are supposed to stay behind. The odds shouldn't lie though. It's a bug if you're using pure UP 1.60.
It's a mismatch between the "TXT_KEY_CIVIC_NON_STATE_REL_HAPPINESS_NO_STATE" <Text> element and the code. When the civic has a state religion, the code doesn't pass in the # and type of happy/unhappy the civic produces, but the <Text> expects them. The fix is trivial...