@Kendon:2.9
Your fear --> You fear
I don't think it is an error. Read it like: "I have presented <...> your concern and your fear <...>"2.9
Your fear --> You fear
Correct, it is not an error.I don't think it is an error.
We simply did not consider that.Should wild animals be able to pillage roads? (seen in 2.8.2.2)
I don't think it is an error. Read it like: "I have presented <...> your concern and your fear <...>"
We simply did not consider that.
But no, they should not.
Edit:
Thanks for reporting.
I will change it so Wild Animals can not pillage anymore.
The transcontinental railroad had an issue with bisons. Whenever a herd came running across the track, the track had to be repaired as it has been torn apart. Many trains derailed that way. Yes not the correct era, but somehow I suspect 17th century bisons behaved like 19th century bisons.Isn´t pillaging the trash of civilization not what wild animals do?
So I have to put a new game feature on the todo list "Pillaging / Ravaging / Raiding Bisons"?Yes not the correct era, but somehow I suspect 17th century bisons behaved like 19th century bisons.
bool CvUnit::canPillage(const CvPlot* pPlot) const
{
// WTP, ray, fix for pillaging Animals - START
if (getUnitInfo().isAnimal())
{
return false;
}
// WTP, ray, fix for pillaging Animals - END
...
Thanks for telling - I hope I will not forget.I should mention that the plural of "bison" is "bison", not "bisons"; "deer' and "moose" also share that syntax.
Intentional or not, there is one issue, which is that it's currently impossible to set "requires river or large river" as a building requirement. We have:It seems impossible to build a Great Tool Factory in cities situated by large rivers. Is this intended behaviour, or a bug?
Thanks for reporting.It seems impossible to build a Great Tool Factory in cities situated by large rivers. Is this intended behaviour, or a bug?
That is already solved in our recent XML updated.Also where does lakes fit into this?
Sorry, I do not get the issue.Also should large rivers act like they always have small rivers on all sides of them (without changing the display)?
if (GC.getBuildingInfo(eBuilding).isRiver())
{
// WTP, fix for bRiver not considering Large Rivers
if (!(plot()->isRiver()) && !(plot()->getTerrainType() == TERRAIN_LARGE_RIVERS))
{
return false;
}
}
I noticed those issues as well, but I fear there is nothing to be done about those issues. It seems to be a "feature" of the popup window engine in the exe
It's really annoying that the exe takes care of spacing and then leave that much empty space between buttons where there isn't enough space in total.
The exe most certainly limited the amount of text, which can be written. If there is too much text, it will cut it off. No idea why text formatting seems to be broken.
I made a fix in the DLL.... well workaround. It removes the formatting code when sending the text to the exe meaning rather than being displayed as plain text, it is ignored.If toolips can not be fixed, then we'll have to live with that. I'll remove the colouring and commit the file tomorrow.
I think the command for that is or something like that and it should be available where formatting is available.OTOH considering the large "event" pop-ups (of the original tutorial system) there are (seem to be?) occasionally differences re the size of the font. Is that a Python feature?
I'm not 100% sure what you refer to, but it sounds interesting. Text being cut off is an annoying issue and I wish to fix it if possible. Now sure if it is possible in all cases other than shortening the text.If you do some tests with the files committed on Monday by me and run a mature 1650+ game for several turns, you'll see come up another issue which leads to the text being cut off, although a longer text (only due to the building name being longer) is not cut off.