SeventhM

Results 122 comments of SeventhM

> but haven't really got a clue how the code flow really is and how it should be... Doing some quick searches, `chooseNextConstruction` is called in `CityConstuctionTable.purchaseConstruction` and `CityConstuctions.removeFromQueue`. It...

~~Actually, maybe also put it in BaseUnit.postBuildEvent to keep correct functionality~~ Edit: I'm dumb, that's still before validation. It would need to be in the validation code tbh

This is a direct copy of [how it works in Civ 5](https://civilization.fandom.com/wiki/Difficulty_level_(Civ5)). If there's actually a want to fix it, in theory it likely should be allowing a mod to...

> anyone care to test? Completely forgot about this. Though, this seems like something that should be in modOptions, not Difficulty Tbh, considering closing this myself as this only matters...

> we know you're a proficient coder Yeah, but I'm not much of an AI dev. I'd probably copy over some of the build construction logic and call it a...

Removing Stale label, but only as an aide to #11264

Unstaling with a comment? is this still an issue? Idk if any of us actually tests on Mac, so I doubt any of us could confirm it I also kinda...

I wonder if this lastSeenImprovenent problem is related to a similar issue: if you place an improvement via console, it won't update correctly unless you reload/go to next turn

> And why does it seem to work **_at all_** when you "normally" clear a camp?????? I suspect it has something to do with unit movement. It's normally supposed to...

> feels like a kludge. Well, similar to improvement triggers, if you're only updating for 1 civ, rather than all civs, you don't need hasGameInfo. Hence me wondering why your...