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Pianoteq 5 light touch
Pianoteq 5 light touch





  1. Pianoteq 5 light touch how to#
  2. Pianoteq 5 light touch Patch#
  3. Pianoteq 5 light touch mods#

For example, your mod's input handler starts with check "if (interfaceMode = InterfaceModeTypes.INTERFACEMODE_AIRLIFT)".

Pianoteq 5 light touch how to#

I was thinking about how to make my mod separate from standard WorldView, and there are a couple of problems. Thanks jerseymike! When I saw your mod posted I was quite curious so I have already checked it out, good job on it too worker automation didn't work near the left/right edge of the map (on maps which have such edges)Īlso, here's a youtube video demonstrating all of the functionality in Ancient period, automated workers were trying to build improvements for which the tech was not researched yet automated workers were sometimes stopping after cleaning fallout Mod functionality didn't work properly for units which embarked/disembarkerd

Pianoteq 5 light touch mods#

Allows other mods to prevent LightTouch from processing interface inputs for a specific unit for a specific duration by calling LuaEvents.LTMOD_RemoteControl Execution of scheduled missions could stop sometimes for all units if a unit got killed. If an air unit performs a multi-turn rebasing to a ship, it no longer wakes the ship. LightTouch - Alternative v4 is discontinued for above reason. Uses modular Diplo Corner by alpaca, to allow sharing Diplo Corner menu with InfoAddict and other mods. Fixed Garrisoning and behavior of Great Admiral Uses the new modular Diplo Corner provided by civ

Pianoteq 5 light touch Patch#

Compatible with Thal's VEM, Unofficial Patch (G&K) Made compatible with the latest patches, as well as Gods&Kings expansion compatible with InfoAddict and other mods compatible with Thal's Unofficial Patch (G&K), Thal's Vanilla Enhanced Mod, Hulfgar's Industrial Warfare compatible with Gods and Kings, Vanilla Civ, latest June and July 2012 patches just watch out for barbarians early in the game Useful if you are building roads or forts in the enemy territory next to your fighting troops. workers won't stop working no matter what. useful for moving Guided Missiles and other relatively short-ranged aircraft the whole route is calculated as you issue the command, so unless you see a blip around destination and the unit starts moving, it means reaching the destination is impossible. starting and ending points could be ships (carrier/sub etc) but in-between only cities will be used. The unit will calculate a route along which it can reach destination in a minimum number of turns (uses vanilla Dijkstra's pathfinding algorithm) and start rebasing. if you want to move an air unit to a remote destination, simply choose "rebase" and click on the destination. This is useful for moving scouts and other units which you want to control every turn. you can use M+LeftClick to move a unit, if you don't want to use this feature. Air units will be put on Intercept or Sleep after rebasing. This way if you are moving a bunch of units from point A to point B, they won't be asking for new orders almost every damn turn! Makes reinforcing and massing units before attack much more hassle-free. if moved by mouse right-clicking, a unit will be put on Fortify/Alert/Sleep upon arrival. most importantly: he will never ever build a road or, god forbid, a railroad! Never!!! worker will automatically repair pillaged improvements and clean fallout worker will prioritize tiles with strategic/luxury resources, will take into account whether a tile is used by the city, etc. you determine whether he will build improvements maximizing / or a worker can be told to build improvements for a specific city. This mode was created to reduce the amount of micromanagement and boring tasks required in a more-or-less long game, especially if you build many units and have a big empire.







Pianoteq 5 light touch