Super Forts 1.10!
It's that time again!
A new version is ready for download!
A while back I said I wasn't planning any more new stuff, but while I was fixing a bug I took the opportunity to add in some new features. Here's what's new:
- Fix a bug with automated workboats
A bug in my code that caused automated workboats to do nothing has been fixed.
- Make so two different players cannot have workers building a fort on the same plot
The computer annoyed me while I was playing Super Forts. I was building a fort and an AI player brought a couple of their workers in when I was about to finish and finished it themselves. Now that won't happen.
- Add in <iUnique> tag to control how closely together the same improvement can be built
A new XML tag for improvements has been added. I set it to 1 for forts. Meaning another fort cannot be build within 1 space of another. You can disable it or add it to other improvements as you please.
- Make some internal details accessible through GlobalDefines.xml
If you look in the XML folder you will see GlobalDefines is now in there. I added some new values at the bottom of that file. I wouldn't change the values in there unless you really know what you are doing, but here is a short description of them.
SUPER_FORTS_SAFE_BUILD - This is currently set to 1 and can be deactivated by setting it to 0. If you deactivate it then some of the things I added into the AI to help with building forts will be deactivated. These include the 2 players can't build a fort in the same plot at the same time rule, the no building over a fort if it will make you lose the plot rule, and some new code I added in to help the AI better determine the value of building an improvement.
AI_WORKER_MAX_DISTANCE_FROM_CITY_OUT_BORDERS - This might have a really long name, but at least it is descriptive. This value was previously hardcoded into the SDK. This limits AI workers from going to far out of your borders. If it is to high then workers will travel ridiculous distances to build forts. If it is to low then they won't build outside their borders.
- Slightly improve efficiency by changing the culture range forts array to short instead of int
Just an internal detail most probably won't care about. I changed an array of ints that is used for Super Forts into an array of shorts to save some memory.
- Make some adjustments so forts are not overused by the AI or humans
Pay attention to this one. The iUnique tag I added in partially addressed this problem, but I still felt it was to easy to build forts and claim large amounts of land. In the "Super Forts/Assets/XML/Units" folder I made a change to BuildInfos. Building a fort will now use up your worker. If you don't like this setting then you could just delete BuildInfos from here, or you could go in and change <bKill> back to 0 for BUILD_FORT.
Once again I hope this will be the final version of Super Forts. If you find a bug then please report it. I hope to merge Super Forts with Better AI sometime and make that available as a separate download.