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Updated Fortified Alert 1.11

My current version doesn't let a fortified unit wake when enemies are in range. Was this corrected? (I don't currently have the last version, that's why I'm asking.)
 
Thank you for your continued efforts gyogen2. I have a simple request, or thought...you previously set a hot-key "D" for this mod. CQUI uses a setting for WASD map movement, so they don't mix so well. I changed mine to fit my needs, but others may not be willing/or know how to.

I set mine to "G". I will toggle the grid if I need to, it's not a highly prioritized key that's for sure.

Thank you again for your modding!:beer:
 
My units wake when fortified and guard. Is this expected? Trying to eliminate anything on my end.
 
They shouldn't wake when regular fortified. Because of the current limitations with using gamescripts, I had to use fortify for the units on guard, and then try to keep a separate table of those from the one just fortified. I'll look and see if I can adjust code better.

One question, are the fortified units that are waking ones that had previously been set to guard? I had had an issue while testing with that and thought I had worked around it.
 
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I tested by building a new unit and fortifying it. I then declared war on my neighbor and they attacked the unit on their next turn. On my next turn the unit was awake. I had a unit next to that unit on guard that was attacked as well. He was awake also but this is expected.

I did the same test as above but waited three turns after fortification to declare the war. Same results.

Attached a save. Test unit is the eastern Musketman by Teotihuancan. The western musketman is on guard.

EDIT: Removed save for another test; will repost.
 
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