A small step for this mod...

Do you think it would upset anyone if someone put these files back to where they are supposed to look like? or is someone opposed to it? Cause for me personally, i dont like Notepad++, no matter what anyone says . . i strictly use Notepad (regular)
Upgrading to notepad++ is like upgrading from windows 95 to windows 7. ^^
 
Upgrading to notepad++ is like upgrading from windows 95 to windows 7. ^^

Nope dont like it at all, especially when i do a whole line i need, hate the coloring aspect of it.
 
You can define how notepad++ colors text portions, what fonts it displays text in, what size etc... Takes a little setup but once you've done it you've got it how you want it and it is at that point SO much nicer than notepad.

Ctrl-F is just amazing in notepad++ as you can have multiple documents open and search them all, search and replace them all, search all in just this document, etc...

You turned me on to using grep... notepad++ has been equally as enhancing. I was even able to setup grepwin to open files in notepad++ instead of the default. So I can do a search, select all files the searched for text was discovered in, and open them all in notepad++ at once. Then searching for all instances in all open files of the searched for text I get a succinct linked list to all locations of a text throughout the whole mod if I wish.
 
You can define how notepad++ colors text portions, what fonts it displays text in, what size etc... Takes a little setup but once you've done it you've got it how you want it and it is at that point SO much nicer than notepad.

Ctrl-F is just amazing in notepad++ as you can have multiple documents open and search them all, search and replace them all, search all in just this document, etc...

You turned me on to using grep... notepad++ has been equally as enhancing. I was even able to setup grepwin to open files in notepad++ instead of the default. So I can do a search, select all files the searched for text was discovered in, and open them all in notepad++ at once. Then searching for all instances in all open files of the searched for text I get a succinct linked list to all locations of a text throughout the whole mod if I wish.

I know, i still dont like it, i am :old: , lol
 
I now have made a game up to where you can build a city on the moon. These are the major issues that I don't know how to fix them by myself:

1) Barbarians and animales spawn on the moon. Strangely, a barbarian city even spawned on SPACE terrain. IIRC we discussed that earlier but I can't remember the outcome. I think it would be easy to get rid of the animals by giving the few remaining ones spawn prereqs, but the barbarians would be a harder issue. Any news or new ideas on that?

2) Culture expands on space terrain. That doesn't make sense and if lunar and earth terrain are close enough together then, you have control over space terrain just from a city near the space boarder. I think culture can't grow to far into the ocean, so is there a way to limit it for space terrain, too?

3) Wonders and such that provide free buildings in every city. I'd LOVE to limit this to only cities on earth. It kills the immersion if you have earth buildings there. Appearlently it doesn't work if you "forbit" these buildings on the moon (with the NOT tag). So the only way to get rid of them is to limit free buildings to earth, if possible.

Same but different: It seems that new cities have the Clay Pit built automatically; probably due the Space Settler?


4) Free Specialists are also annyoing. The free Artists makes the culture grow WAY to fast imo while free merchants boost the population faster than I would have liked.


5) Transport to the moon is still an issue but since this is something that would change with multi maps, we can ignore that for now.
 
1) I think this must be in an XML file somewhere because it was not happening when RoM had cities in the Oceans ie barbarians weren't just building a city anywhere that a city could be built.

2) There is. I saw the XML file that had that in it before Christmas because I wanted to change how far it could spread on oceans given the way we have more resources out there. However I can't remember which file it was in:(:old:
edit just did a quick search and could not find it in the XML.​

5) You don't have to ignore it for now if we have a truly impassible terrain that we use as borders between the Earth and Space plus anywhere else it is needed. That is what is needed in the other space map also. It just depends if the Usable Mountains mod only makes peaks passible or for all unpassable.

edit 2 and 5 and Realistic Culture Spread - it would be nice if we could have a culture spread rate value on the terrains, features and bonuses so that we could mod RCS without having to code it.
 
Faustmouse brought up to me in a PM that he cannot use the <BuildConditions> to keep cities from getting free buildings from outside sources. I'm thinking this would be a very good tag to use that would give us some filtration capacity on 'free' buildings.

There's many ways buildings can be assigned for free. Should it be a check on all of them?

Can anyone think of anything where such an adjustment would create problems for the mod?

One trick to this would be to give cities an occasional check on denied free buildings just in case the situation has changed. And to run that check where it's not going to cost much time.

Before I implement this on Mouse's behalf here I wanted to put it to the team to see if they can think of any immediate problems this would cause.

EDIT:
edit 2 and 5 and Realistic Culture Spread - it would be nice if we could have a culture spread rate value on the terrains, features and bonuses so that we could mod RCS without having to code it.
Just saw this request. Is RCS handled in python or in the code? I've never looked into it before. Of course, if in python, this would just be a matter of creating the tags and texts and exposing them to python. Easy enough. But I've not read through the RCS coding so taking the step to integrate the tags into the spread rules could be... interesting.
 
1) We currently have some tags on the wonder that indicate if it is local, continent wide or global eg happiness. We need to extend that from global to "map wide" and global=across all maps when we have multi maps. If we are going to have something now then we need to be able to define the individual "maps" on the one map as the boundary. FreeBuilding would be expanded. It would mean global with FreeBuildingContinent and FreeBuildingMap being the new ones. I am just suggesting names here not dictating them.

2) RCS is all coded in the dll. That is why I want some of the hard coded stuff moved to the XML.
 
1) We currently have some tags on the wonder that indicate if it is local, continent wide or global eg happiness. We need to extend that from global to "map wide" and global=across all maps when we have multi maps. If we are going to have something now then we need to be able to define the individual "maps" on the one map as the boundary. FreeBuilding would be expanded. It would mean global with FreeBuildingContinent and FreeBuildingMap being the new ones. I am just suggesting names here not dictating them.
Yeah, but that's going to mean a LOT of new tags. Each one of those local/continent/global cases are tags of their own. It may mean that to do it right we'll have to combine them into one tag with a subtag to indicate the extent of the effect. Imagine if after doing all the work to add all those new tags to differentiate between 'global' and 'interplanetary' that we then want to add inter-galactic and/or interdimensional?

That's beyond the scope of what I'm willing to work on right now. However, adding ConstructConditions as a filter on free buildings given by other buildings and such would be a good start for Mouse to work with on numerous factors. The problems he's having, among others, is stemming from some wonders giving free buildings everywhere and some of those free buildings are not really 'moon' compatible to say the least.

Since there's a potential for introducing some unanticipated problems, I'm currently just asking if y'all can see any that would come up as a result of such a filter being put in place before cities automatically get these free buildings.

2) RCS is all coded in the dll. That is why I want some of the hard coded stuff moved to the XML.
Hmm... ok. I agree it would be nice to be able to adjust some of the RCS rules for more complex conditions. I'll have to identify where it is in the code but following rules for player ownership of tiles should lead me to it pretty quickly. Then we can begin a discussion as to what exact tags you're looking for.
 
There are some minor problems I could immediatly think of:

Irrigation Channels from Pyramides won't work
Local Courthouse from Supreme Courthouse won't work

Both of them because the building they give is that these are not technically available yet.

And there are probably others.

The main problem for me is these free buildings ignore both resource limitations and the "NOT" tag in the construction conditions. As I PMed TB, the tag itselfs works. So if Building A requires "Not B" then it won't show up in the building queue if building B is present. However, if a Wonder gives building A for free, it doesn't care about it.

So if it is to hard to change the global, then I'd be happy with the conditions as master check. So to say "This wonder gives a free building to every city and only checks for the construct conditions" (or maybe only the "not" tag) if this would make things easier.

Also, from my point of view, I can't understand why it would be so hard to define an unbroken line of space terrain as "new planet", excactly the same way that water defines a land mass as "new continent"?
We can even stick with global for "all cities on this planet" I think. Doesn't global refers to the "globe"? And currently (and not planned by me) there is no wonder or building that would be interplanetary, iE gives a free buildnig to EVERY single city on the map. So all you'd have to do is change the global tag, not adding new ones.
 
Irrigation Channels from Pyramides won't work
Local Courthouse from Supreme Courthouse won't work
Don't think those will be problematic because I'm not looking to filter by anything further BUT ConstructConditions. Tech prereqs and such maybe SHOULD be filters but I'm really ONLY looking to use ConstructConditions, in part to ensure that if, as a modder, you REALLY want to ensure a qualification for the building even if being assigned for free, you can place that prereq inside the ConstructCondition, even, say, a Tech.

And there are probably others.
There may be. But I suppose it will be easier to just implement the rule and we'll find them as they emerge as issues.

Also, from my point of view, I can't understand why it would be so hard to define an unbroken line of space terrain as "new planet", excactly the same way that water defines a land mass as "new continent"?
Even that itself is quite difficult. These divisions are categorized as 'areas' and they are a major pain in the processing ass. Expanding so that there are new 'area' types is not going to be easy given not only the hundreds of area calls throughout the code that will need to be considered for inclusion in this new division. Suffice it to say, this is not an easily worked kind of matter.

We can even stick with global for "all cities on this planet" I think. Doesn't global refers to the "globe"?

Well.. the code considers 'global' to mean 'everywhere'. Changing this will be a nightmare. The kind of adjustments we're talking about is potentially a year's worth of coding effort and obviously for that reason, best worked into multimaps rather than a patch solution.

And currently (and not planned by me) there is no wonder or building that would be interplanetary, iE gives a free buildnig to EVERY single city on the map. So all you'd have to do is change the global tag, not adding new ones.
So we say now. lol Even adding a filter to the term 'global' when 'areas' are defined by nothing more than divisions of land and water on the board and 'global' doesn't need to concern itself with area divisions at all is going to be quite a task.

This is the kind of stuff I wish another programmer would work on. I'll be more than happy to devote myself to this when the mod before Transhuman or spaceflight at least is fleshed out more fully.

In the meantime, whatever least involved stickytape patches I can give this stuff is all I can really do.
 
I had a new idea on how to get units to the moon without too much coding work:

1. You have to send a Rover first. They have a national limit of 1, become available at Lunar Exploration and have a reasonable attack strength (against those lunar barbarians; once these are fixed, the rover would habe 0 Strength). This Rover has one mission: Launch Rover to Moon. This mission will consume the rover and trigger an event, which will pick a random lunar terrain and places a rover there. You get the text "We send a Rover to a location we found worth investigating." Now you have a rover on the moon, which has 1 Movement and can explore it.

2. At Lunar Bases, you unlock the Construction Ship. They can't move and have the mission Launch Construction Ship to Moon. The only valid landing site is where your Rover is. This could be handled by an event again, which will consume the unit and place a Construction Ship on a plot where you have a Rover Unit. The Construction Ship will then be able to build a Base (already implented) which will then become a valid plot for a city later. So you have some control where you will found your city by moving the rover around. With the added benefit, that the Rover is actually usefull even if the moon get fully / half way revealed by Satellites. IF you don't have a Rover, the Construction Ship will be destroyed (due surprisingly uneven terrain on the landing site), or even better the mission to launch is just unavailable (not sure if this is possible).

3. To upgrade your Base(s) and later found your lunar cities (at Lunar Colonization) you need to send Supply Ships and a Space Settler. They could use the same mechanism, but instead of the Rover, they have the Base (and upgrades) as valid targets for the events that spawns them.


a) How do you trigger events via missions? Is there an example code / unit I can have a look at?

b) Is it possible to have a certain unit SOMEWHERE as a prereq for a mission?
 
You don't need an event. Missions use the event mechanism. You make a mission and have code that does what you want. Look at the Herd folder Horse units for the XML and the CvEventManager for the python code it uses. Sorry if this is a bit brief but it is way past my bed time and it looks like it will be cool enough to sleep tonight!
 
We're going to need to solve the movement rule in the code that allows units that can pass through any and all terrains to be somehow blocked still by particular terrains. This is going to mean having a new tag for terrains that denies ALL passage, or lots of xml work to switch numerous units/unitcombats over to specifying all the impassables they can get through. Both approaches have 'issues'. The first will keep us from being able to have ships be able to move around in the marginal areas 'between maps' which if that's fine then wonderful. The second would be a major complication and would also require reprogramming of some core movement rules.
 
Has the idea for multi-maps been scrapped altogether? If so how is this being implemented without multi-maps?

Either way this is still super cool! Are there any screenshots?
 
We're going to need to solve the movement rule in the code that allows units that can pass through any and all terrains to be somehow blocked still by particular terrains. This is going to mean having a new tag for terrains that denies ALL passage, or lots of xml work to switch numerous units/unitcombats over to specifying all the impassables they can get through. Both approaches have 'issues'. The first will keep us from being able to have ships be able to move around in the marginal areas 'between maps' which if that's fine then wonderful. The second would be a major complication and would also require reprogramming of some core movement rules.

I would prefer that the terrains have an "impassible until tech" set of tags. That way Mountains would be the included and it may allow some further development eg deserts impassible to nomad units. That way we can have promotions that allow passage for special cases also.

Has the idea for multi-maps been scrapped altogether? If so how is this being implemented without multi-maps?

Either way this is still super cool! Are there any screenshots?

No the multi-map idea is not scrapped. It is just that we have a almost working map that can be used to try out some of the later ideas. See New Space Map(Playable! Just Fully Completed!)
 
I would prefer that the terrains have an "impassible until tech" set of tags. That way Mountains would be the included and it may allow some further development eg deserts impassible to nomad units. That way we can have promotions that allow passage for special cases also.
This can all be established... just not necessarily directly through terrain tags. I'll have to look into it again but it can all be done as-is. The problem is that we also have unit tags that tell the unit to ignore all of this and that's how hovering units were setup. So its the units that would need to be greatly complexified more than anything and THAT might take a little more coding effort, particularly for the bFliesToMove UnitCombat tag that gives them this ability.

Another truly difficult issue to address will be the airlift which was never given to filter by map, let alone conditions on the SAME map. Will be interesting trying to figure out the easiest solution there.
 
Another truly difficult issue to address will be the airlift which was never given to filter by map, let alone conditions on the SAME map. Will be interesting trying to figure out the easiest solution there.

I have seen that airlift promotion used in Classic Era mods for sea transport between ports. They could do that because there is only one "airlift" coded. Just like there is only one "range" size for flying recon.
 
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