lemonjelly
Modding For Ethne
But, our access means we get loads of other stuff before 

I'd like to see it come to RIFE as I use it extensively in RoM.
Though I would say wait until 1.74 before merging any features - that's the next version, and Aforess is going to have the options set up to not cause OOS which I gather you people are trying to avoid.
Also, the first posts mentions you're not using the BUG mod interface : why the hell not? I greatly miss all of the data available to me in RoM when playing any other mod.
Why do all of the time consuming things have to be SDK based >_>
Also, hello RIFE team. Like what you've done with the place while I've been away.![]()
Do you know when 1.74 will come out? If it prevents an OOS, I'd much rather have that version.
No, we aren't using the BUG interface; I don't personally use most of that modcomp when it's available to me, and I don't really want to spend the time required merging it. Better things to do with my time. If anyone wanted to merge it, and release as a modmod, I'd definitely put a link up. But I'm not going to do it myself.
Do you know when 1.74 will come out? If it prevents an OOS, I'd much rather have that version.
No need to wait that long. I don't hide my source files and dev files like you guys do.
That said, I switched the option to a new enum and saved them as int's in the CvGame. It's a rather large change so that all of my options become MP compatible, and since you only are looking for xUPT, there is an easier way:
The easiest way to make xUPT MP compatible in Rife is to create a new int saved in CvGlobals for how many units per tile (set from python the way you have it now), and when it get's changed, send a ModNetMessage out to other players, changing their values too. If you need help with that, I can lend a hand.
I think Valkrionn said (non-Permanent) Summons wouldn't count toward the tile's limit![]()
So if I have 10UPT, 5 mages on a tile can each have up to 2 summons with them? Sounds fine. You should make that configurable though![]()
I think (as V suggested above), you can have units somehow mysteriously end up on the same tile as a to-the-limit army, the UPT stuff really kicks in when people try to move units to a full tile. That's at least the way I've seen it work with cities, you could be pumping out a defender a turn, end up with a stack of 100 guys in a "normally 10 is the limit" situation, just if you moved a guy out to zap a barbarian, where you put him after that is your problem, as the city is full. I'd imagine 10 mages ending up with ten spectres could be a stack of 20 briefly, send the spectres off wherever and they won't be coming back to crowd the mages.
attacking a 3L defended city would mean having ... 9 L sized-stacks around the city !! (there are only 8 tiles around the city, and that if there are no sea-tiles, mountains...)
it would be nill-impossible !