I didn't combine it together for a few reasons
WIDGET_CITIZEN shows no mouse over when no citizen/worker is on the plot
I don't want to combine citizen/worker related info with plot/tile related data ... information overload
I captured and destroyed a Spanish city. I do not understand how two Spanish ships could escape from there, if all the escape routes were blocked by my troops.
as you can see, the Spanish colonist was able to escape. but he had the opportunity to do so.
I guess that the ships left the city in the same way as any unit "throws" from my territory when expanding the borders. in my opinion this is a mistake. in this case it shouldn't be.
question: can this be fixed?
View attachment 595767
[B]@Mr. ZorG[/B]I do not understand how two Spanish ships could escape from there, ...
no matter how big they are, they are occupied by my troops.
this phrase was enough. but thanks for the detailed clarificationThe logic basically just checks "City Radius" (2-Plot City Radius = 25 Plot) if there is a valid / unoccupied Plot.
Ray, you are verbose as always)
In general the mod (and vanilla for that matter) are full of those because it's no fun to wait 30 minutes every time you end your turn. Also sometimes it's best to keep it simple as it reduces the risk of bugs as well as making it faster to program the feature.takes more time to check.
BeginMap
grid width=64
grid height=64
top latitude=50
bottom latitude=-50
wrap X=0
wrap Y=0
world size=WORLDSIZE_LARGE
climate=CLIMATE_TROPICAL
sealevel=SEALEVEL_MEDIUM
num plots written=4096
num signs written=0
Randomize Features=true
Randomize Resources=true
Randomize Goodies=true
colony catchment radius=0
EndMap
User configurable settings
# Default max catchment radius for colonies
# Can be changed at new game startup, but engine limitations prevents a GUI for this setting in scenarios
# Note: scenarios can ignore this setting and specify radius
Default Colony Catchment Radius=2
Last time I tried, changing the .txt file did not effect the ability to play 1-plot radius when playing scenarios, only custom maps.You guys should check out UserSettings.txt. It's created in the mod's root dir the first time the mod is started.
It's not designed to be hard.PHP:User configurable settings # Default max catchment radius for colonies # Can be changed at new game startup, but engine limitations prevents a GUI for this setting in scenarios # Note: scenarios can ignore this setting and specify radius Default Colony Catchment Radius=2
In theory it can be changed with a GUI ingame, but that would require somebody to write that GUI. I have a plan for that, but it has lower priority than what I'm working on right now.
Sounds like either a bug or a scenario, which sets a specific radius (read: one with settlements in it). Could you please be more specific regarding the issue.Last time I tried, changing the .txt file did not effect the ability to play 1-plot radius when playing scenarios, only custom maps.
Really tried to remove all cities from Maps in Large Rivers because of this ...read: one with settlements in it ...
You guys should check out UserSettings.txt. It's created in the mod's root dir the first time the mod is started.
Really tried to remove all cities from Maps in Large Rivers because of this ...
Changing the .txt file didn't work 5 months ago at least: Playing with 1 PLOT | CivFanatics ForumsSounds like either a bug or a scenario, which sets a specific radius (read: one with settlements in it). Could you please be more specific regarding the issue.