@DH: (you are the one in charge of maintaining Goody Islands, correct?)
Goody Islands shouldn't be spawning land units, that makes no sense.
["ERA_PREHISTORIC", "UNIT_CANOE"],
["ERA_ANCIENT", "UNIT_WAR_CANOE"],
["ERA_CLASSICAL", "UNIT_TRIREME"],
["ERA_MEDIEVAL", "UNIT_TRIREME"],
["ERA_RENAISSANCE", "UNIT_CARAVEL"],
["ERA_INDUSTRIAL", "UNIT_SLOOP"],
["ERA_MODERN", "UNIT_DESTROYER"]
@DH: (you are the one in charge of maintaining Goody Islands, correct?)
Goody Islands shouldn't be spawning land units, that makes no sense.
This is a two fold answer (i am guessing) they are supposed to be this way:
Spoiler :Code:["ERA_PREHISTORIC", "UNIT_CANOE"], ["ERA_ANCIENT", "UNIT_WAR_CANOE"], ["ERA_CLASSICAL", "UNIT_TRIREME"], ["ERA_MEDIEVAL", "UNIT_TRIREME"], ["ERA_RENAISSANCE", "UNIT_CARAVEL"], ["ERA_INDUSTRIAL", "UNIT_SLOOP"], ["ERA_MODERN", "UNIT_DESTROYER"]
BUT when you found a city near the coast it is considered a regular goody hut, thats the sway i see it?? I might be wrong though.
What is spawned by the goody huts is defined in the XML somewhere. Goody Islands (by Kathy) are just goody huts completely surrounded by water - cultural joke probably only understood by English and related peoples over a certain age. Kathy later put out a "fix" to replace land barbarian spawned from the island with ships. I translated that to C2C. However I did not change the good spawns I saw no need a gatherer is much better than a canoe.
I still do not see why an island can't spawn a land unit.
I do want to come up with a graphic like the "Indigenous Peoples" on land for goody islands.
Yes, except those units can also walk on water. If we want to keep it that way, poping a goody island should also found Christianity.![]()
Yes, except those units can also walk on water. If we want to keep it that way, poping a goody island should also found Christianity.![]()
Bug heli units cant enter to tunel improvement when it is placed on ocean. Please fix it.
Hi!
Why doesnt resource display button show all resources, only few?
Some screenies of the TW with Promo Police I and then getting Police II. Display only changes the -2 to a -3. Also included screenie of the city screen.
In this city after adding the TW with Police I and II the properties sceen shows a -6 (screenie was after TW added). But within 6 turns that -6 had disappeared and within another 6 turns it was back to +3/turn. I've added every anti-crime bldg even Stocks at -10/turn and still if you do ot add another TW every 10 turns the Crime level will go back to adding Crime.
I just want a way to keep it from continually climbing because at this rate by the time I hit Ren Era I'll have a Crime level around 1000. And then this game will become unplayable. But of course that is the "Stated Intention" for Crime. So by all means please do make it harder.
JosEPh
Yes gold is much easier at the moment. But at the rate I'm adding TWs I've went from 340+/turn to 220+/turn and still the +Crime continues.
Does your games Not show this same display for TWs? I find that rather odd indeed if that is the case. Because every game I've started since Crime was introduced (v23) has Displayed the TW this way.
Save attached. You will also notice that I'm still isolated by 1140BC on this map. Makes for very different gameplay. But lets me get real involved with domestic changes.
JosEPh
int iMoves = (iRouteCost*stepDistance(iFromX, iFromY, iToX, iToY) + iMin - 1)/iMin;
int iMoves = 0;
if (iMin != 0)
{
iMoves = (iRouteCost*stepDistance(iFromX, iFromY, iToX, iToY) + iMin - 1)/iMin;
}
else
{
iMoves = 0;
}
1) You really can't I don't think. But you can keep running the code after it hits the break until you cycle to what you're looking for.1. How do you make a breakpoint conditional upon being on a specific unit?
2. What function in the Property code controls the property quantities created by Promotions?