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I have no expertise in LUA, so I def won't try to mess with that. Most of the time I don't miss unit swapping anyway, the gameplay is very smooth. Thanks a lot for this mod, makes the game lots more fun!
Disabling unit swapping was done by a small edit to the Common.LUA , removing that file from the mod will return normal functionality. IIRC there was check of some sort if the target tile contained a valid unit. I set that it would fail in either condition. My expertise in LUA is minimal. A more proficient coder may be able to manage what you ask.
I annotate my edits to make them easy to find. Just search for ARS.
As you can see in the picture, the move is shown to me as possible, but the scout does not execute it. He just stays where he is. Even if I want to move the warrior to the scout instead, it's the same.
To make sure that other mods were not interfering, I deactivated all mods except this one and restarted the game from the beginning.
Then I started a normal standard game and checked.
Delicacy:
The second settler there belonged to my neighbor, who spawned right next to me. He wasn't smart enough to move away or at least put a warrior next to him... :D
I thought that had actually been fixed with these stupid close starts?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3405032456
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3405032870
@metafa - Linking is hard coded. Without access to the source code, there is no way to add new class types to the function that handles it. An original class can link to a new one, but a new one can't link to another.
Arstahd, do you think this makes early ranged/seige units to overpowered as they're basically invincible until the melee it taken out? I guess if the unit with the highest CP is attacked first a heavily promoted crossbowman would be attacked first over a stacked swordsman?
UPDATE Units SET BaseMoves=1, Range=1 WHERE PromotionClass='PROMOTION_CLASS_RANGED';
I disabled the mod and tried to capture a Settler with a Warrior who was in a linked formation with one of my own Settlers and the target Settler was destroyed rather than captured.
Solution - if you want to capture a unit, break any links first.
Super mod which radically improves the behavior of the AI in particular, and for the better.
I noticed a strange thing: when you capture an enemy colonist with a formation this one is not captured precisely… is this something known?
Thank you.
Or is it more complicated than editing a few lines? If so I understand and will play with it as is.