jdog5000
Revolutionary
Exactly the idea ... changing every tech cost is time consuming, so I'm trying to create the right XML options to easily tweak costs globally.
Yeah, but with the way things are setup that requires a loop over projects as the victory doesn't know what projects it requires ... this isn't bad, but delay turns alone works at least for the default victory types and most of the mod ones I've heard of (religion, mastery, etc).
Any chance of merging in the AI land transport modcomp? I believe that falls under the AI category and would make things more interesting for all the mods that use the Better AI mod.
I would not recommend this at the moment. Judging from a quick look at the code, I have my doubts it's working properly.
Research costs might not have been improved linearly per era (with for instance 3% per era as in your example), so it would allow more flexibility if you could set a percentage for each of the 6 eras like: 2%, 5%, 6%, 10%, 12%, 20% (just an example). It will of course be nearly impossible to find the so called perfect percentages but allowing the flexibility of individual adjustable rates per era can't hurt. Maybe you were already planning it this way and your example with 3 percent per era was just a special case.
Any chance of merging in the AI land transport modcomp? I believe that falls under the AI category and would make things more interesting for all the mods that use the Better AI mod.
I think it's a good idea in principle and I'm not against adding it, it shouldn't slow down standard games at all and would allow modders who use BBAI to easily add a new class of units that the AI would use. However, I don't have time to double check the code and test it myself, so I'd prefer to wait a little while to let it mature so that TheLadiesOgre and the community can work out any issues that may exist in the first version.
The same issues exist in the naval transport scenario, it's gotten a bit better in BBAI but there still isn't a great solution to either question quite frankly. For the initial invasion, transports may leave from the wrong side of the island/continent, and if units can walk they usually will even if it's very inefficient.
Also, is there any chance you'll do work to get the AI to launch amphibious invasions on the same continent?
Does this mod affect how cities assign its citizens to work the land or become specialists in player cities?
Ummm... has anybody tried to actually merge this code with anything? jdog, did you make any changes to this code before including it in this download? Because I'm seeing stuff commented out that really, really needs to be included to compile without errors.