Sid Meier's Civilization VI

Sid Meier's Civilization VI

Zugaikotsu's Fast Forward AI Turns -- Options Extension
This topic has been locked
Fabulist 21 Jan, 2022 @ 2:15pm
Switching speed bug fix
It looks like I fixed bug from the comments by forsing game to slow mode at the beginning of every player turn. For the time being it works fine on my game.

To do this you need to find file "Zug_FastForwardAI_GP.lua" (in the same folder as the settings file), then inside file replace this text:


function SetQuickAction (playerID, blsFirstTime)
if (Players[playerID] ~= nil and Players[playerID]:IsHuman () == false and blsFirstTime == true) then
ExposedMembers.Zug_FastForwardAI.SetStoredQuick (true, true);
end

end

with this:


function SetQuickAction (playerID, blsFirstTime)
if (Players[playerID] ~= nil and Players[playerID]:IsHuman () == false and blsFirstTime == true) then
ExposedMembers.Zug_FastForwardAI.SetStoredQuick (true, true);
end
if (Players[playerID] ~= nil and Players[playerID]:IsHuman () == true and blsFirstTime == true) then
ExposedMembers.Zug_FastForwardAI.SetStoredQuick (false, false);
end
end

I hope this will be useful for author and players))
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Showing 1-3 of 3 comments
I will try it and come back after a few months of using it to verify if it helps or causes problems. Thank you very much!
Zugaikotsu  [developer] 19 Apr, 2022 @ 8:31pm 
I missed this post earlier, apologies for the late response.
Thanks for the feedback. I will play with it within the next few weeks and if no regression, will push it back to the main code base. If anyone else has tried, please let me know your results.
Zugaikotsu  [developer] 24 May, 2022 @ 8:57pm 
The change was pushed into the core code. Locking topic.
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Showing 1-3 of 3 comments
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