Maybe MALE_CIVILIAN should be more user-readable?
What is improvisation?
There was a name string missing in extraStrings.rul, i fixed it goes into next version.
As Arthanor already said, Improvisations is killing someone indirectly through environment damage, e.g. shooting a barrel and the explosion kills a civilian nearby.
Ruleset\extraStrings-en.rul has a misprint. In STR_NEWS_5_UFOPEDIA there is a word "russia" which must be capitalized.
Thanks corrected that typo =) Goes into next Version.
No terrestrial path from Skyranger to UFO. I finished that mission already, but that was really hard.
Thats a already long known error, which already occurs in vanilla xcom. It is due to the fact how the game generates maps with the polar terrain. Some of the swamp maps use modified polar maps. There is not much I can do about this behaviour, the problem simply is that you have a few map modules which are not accessible, when they are combined in a specific way.
As seen in your savegame, it is more likely to happen on small maps with Fighters or Medium Scouts,
Maybe I can restrict or withheld the 20x20 mapblock from spawning on such small maps, to give a opportunity to have more paths. It can help but there is no guarantee this will not happen again.
The vanilla mapscript is like this:
mapScripts:
- type: POLAR
commands:
- type: addUFO
- type: addCraft
- type: addBlock
size: 2
- type: fillArea
This is being used for all the swamp maps, since they alle have the same map basis.
I could add a mapsize check and prevent the 20x20 mapblock from spawning on small maps.
Mapsize check looks like this, I already tested it and it now excludes the 20x20 mapblocks from spawning on 40x40 maps, preventing the inaccessibility at least a little bit:
#BEGIN POLAR
- type: POLAR
commands:
- type: addBlock #check for 80x80 map
label: 1
size: 1
rects:
- [7, 7, 1, 1]
- type: removeBlock #remove testblock on 80x80 map
conditionals: [1]
rects:
- [7, 7, 1, 1]
- type: addBlock #check for 60x60 map
label: 2
conditionals: [-1]
size: 1
rects:
- [5, 5, 1, 1]
- type: removeBlock #remove testblock on 60x60 map
conditionals: [2]
rects:
- [5, 5, 1, 1]
- type: addBlock #check for 50x50 map
label: 3
conditionals: [-2]
size: 1
rects:
- [4, 4, 1, 1]
- type: removeBlock #remove testblock on 50x50 map
conditionals: [3]
rects:
- [4, 4, 1, 1]
- type: addUFO
- type: addCraft
- type: addBlock #add 3 20x20 mapsblocks for 80x80 mapsize
conditionals: [1]
size: 2
executions: 3
- type: addBlock #add 2 20x20 mapsblocks for 60x60 mapsize
conditionals: [-1, 2]
size: 2
executions: 2
- type: addBlock #add 1 20x20 mapsblocks for 50x50 mapsize
conditionals: [-1, -2, 3]
size: 2
executions: 1
- type: fillArea
#END POLAR
I can provide a fix with this for the current beta so people can test.
EDIT: It will work for 40x40 maps, which are the most likely ones this could happen to.
But what is really needed is a map occurrance rate to limit the water only blocks to spawn to often.
Maybe i can include this, do not have enough time right now.
EDIT2: I reduced the rate of small 10x10 blocks with water to a maximum of 4,6,8,12 for mapsize 40x40, 50x50, 60x60 and 80x80 the 20x20 has a 50% chance to spawn on 40x40. This will not prevent the chance of this happening, but it might reduce the occurrance
Unfortunately this also basically streamlines this terrains a little bit, since the number of this waterblocks can only vary on a low amount (80% chance all do spawn).