Issues
- 0
- 1
prevent double detection of buildings (e.g. adjacency twice with vanilla capital submod)
#43 opened by Gra-tak - 0
Add redevelopment of planets
#42 opened by Goldziher - 0
Add autorepair of destroyed buildings
#30 opened by Goldziher - 1
Allow upgrade only
#48 opened by Gra-tak - 0
BU removes primitive upgrade atm!
#47 opened by Gra-tak - 1
Gratak, why do I see both Mining Network and Mining Complex? One produces more than the other.
#46 opened by Gra-tak - 1
Add tile blocker clearing and energy budgeting
#15 opened by Goldziher - 1
- 2
check why mem has a non-existent blocker that kills the script (there might be others)
#45 opened by Gra-tak - 1
- 1
- 0
Add "NOT = { owner = { has_country_flag = cgm_disable_vanilla_building_AI } } " to the ai_allow of all buildings we create an api for
#41 opened by Gra-tak - 0
Make sure no buildings are accidentally replaced!
#40 opened by Gra-tak - 1
remove "planet = { any_tile = {" for special buildings from trigger (if it checks the same as the tile check)
#39 opened by Gra-tak - 0
- 0
effects api inclusion: add to auto effects and create the empty effects (including the two special building ones)
#37 opened by Gra-tak - 0
- 0
recompute (possible tile only?) weights when building destroyed (even if no bonus building)
#35 opened by Gra-tak - 0
problem with food mult on machine empires. constant two? Leads to food->energy converter near capital. even without food which is probably a bug in the new api
#34 opened by Gra-tak - 0
- 0
Remove debugging logs and template files
#28 opened by Gra-tak - 0
- 0
add "none" to planet focus
#26 opened by Gra-tak - 0
check biofuel stuff with new weights
#27 opened by Gra-tak - 0
starting events:
#25 opened by Gra-tak - 0
automatic upgrade (PLAYER ONLY!)
#24 opened by Gra-tak - 0
Allow player preferences
#23 opened by Gra-tak - 0
automation triggers need an update.
#19 opened by Gra-tak - 0
Update flags for new countries
#22 opened by Gra-tak - 0
- 0
- 0
- 0
- 0
Check weights on special buildings
#18 opened by Gra-tak - 0
recalc on adjacency?
#17 opened by Gra-tak - 1
less pop recomputations
#16 opened by Gra-tak - 0
- 0
Change % values of minerals used for buildings depending on free pops (can probably be computed as a by-product in the every_owned_planet of cgm_auto"
#10 opened by Gra-tak - 0
include growing pops for autobuild
#11 opened by Gra-tak - 0
Separate clearing for "redo_all_planets" as it would be missed on planets that do not require a building atm.
#9 opened by Gra-tak - 0
- 0
Options with regard to automatic construction
#7 opened by Gra-tak - 0
Stopping high difficulty AIs from going very science heavy due to the different way science bonus is applied?
#6 opened by Gra-tak - 1
Communication
#2 opened by danswann - 1
Mod description files are missing
#1 opened by Gra-tak