WHoward's Pick 'N' Mix Mods

Unless a significant portion of the AI's unit handling code was rewritten, I doubt the AI would know how to handle more than one military unit per tile, even if they are allowed. The way operations and tactical moves work, a lot of AI code relies on the fact that there can be only one military units per tile: a lot of "count the enemy units" code segments actually count the number of tiles containing enemy units instead, a lot of "check enemy strength" code will only count one unit per tile, the multi-unit formations that the AI relies so much on are built numbers-wise with one unit per tile in mind (eg. only up to 6 "frontline" spots for city attack formations), etc.
 
Will there come an update on UI - Trade Opportunities to include Cocoa?

Probably when I've got bored killing bugs on alien planets ;)

I also have a fix (courtesy of Gazebo) for the DLL, so I'll try and do it sometime soon (before I tackle Apollo I think!)
 
I also have a fix (courtesy of Gazebo) for the DLL, so I'll try and do it sometime soon (before I tackle Apollo I think!)

Diplomacy related bug reported in the CPP bug thread? Is so eagerly awaited :)

EDIT: Just saw Gazebo post something that indicated otherwise, so forget it. Could you give a hint to what is to be fixed?

\Skodkim
 
Probably when I've got bored killing bugs on alien planets ;)

Well, in this case, I'm sure we'll get it soon. ;-)
I already quit with BE. To less depth, terrible UI, a lot of wasted potential. Sad!
But on the other hand, its good for Civ-V as the modding community will not die that fast. :-)
 
As always, I'm sure the game will get a lot better when the "two expansions" (as per custom) for it are out.
 
Well, in this case, I'm sure we'll get it soon. ;-)
I already quit with BE. To less depth, terrible UI, a lot of wasted potential. Sad!
But on the other hand, its good for Civ-V as the modding community will not die that fast. :-)

I'm getting the notion that Civ:BE will be to Civ 5 like Civ4:Col was to Civ 4 - wonderful potential, and yet a relic of a bygone age while the original still lives a few years later.
 
Just finished my last un-modded game of Civ:BE - 63 of 64 achievements complete - so time to take a look at some outstanding PnM and DLL mod issues
 
"UI - Overlay Resources", "UI - Overlay Luxuries" and "UI - Trade Opportunities" updated for Bison and Cocoa

"UI - Gold Alerts" has also had a minor update to remove the hard-coded 500g as the initial alert amount and set it to the actual cost of a settler based on game speed and starting era
 
Excellent ... in the meantime my PC windows installation got messed up (again) so now I can't play, but thanx for the effort non-the-less. :lol:
 
Any chance of an update to "UI - Summary Specialists" so that it includes the Great Diplomat from CSD?

\Skodkim
 
Any chance of an update to "UI - Summary Specialists" so that it includes the Great Diplomat from CSD?

All it should need, is the following two lines adding at the very end of the UI\SummarySpecialists.lua file

Code:
table.insert(specialists, "SPECIALIST_CIVIL_SERVANT")
table.insert(icons, "[ICON_RES_PAPER]")

If someone can check that this works, I'll add the necessary test for CSD being available around the code and add it to the end of the published mod
 
Summary Specialists, and also Summary Clock, doesn't seem to work at all for me anymore. I think I have version 5 of both. Is there something I have missed or something that I need to upgrade?
 
Way out of date - clock is at v10 and specialists is at v11!
 
Oh ok, where do I find v11? When I follow the link in your signature to Picknmixmods.com and go to UI > Summary Clock I get to v1 for BE?
 
Thanx a lot! One of the most essential mods when attempting to combine gaming and real life. ;)
 
i have many mods mad a german translation

included files are:
BuildingMillChanges.xml , BuildingsGoldsmith.xml , BuildingsStorageYardAndStockpile.xml
BuildingsTextileMill.xml , GlobalEnableMagellan.xml , GlobalGratefulSettlers.xml
ImprovementsRustle.xml , UIAntiquities.xml , UICityExpansion.xml , UINoAutoEmbarkWorkers.xml
UISummaryCityStates.xml , UISummaryClock.xml , UnitsHerdsmen.xml , UnitsPopulation.xml
UnitsProspectors.xml , UnitsRangers.xml
 

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