![]() |
| General | Hosted Sites | CivRev | Colonization | Civilization IV | Civilization III | Civilization II | Civilization | Misc | Marketplace |
![]() |
|
|
Welcome to Civilization Fanatics' Center. You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support. |
|
|||||||
![]() |
|
|
Thread Tools |
|
|
#1 |
|
Warlord
Join Date: May 2002
Location: Spain
Posts: 222
|
[MODCOMP] New sentry actions for units
New sentry actions for units by Pep (use it with official patch 3.19. See attached files)
Changes from official patch: New sentry orders:
(see attached image Civ4ScreenShot0000.jpg to view the new order icons) New city modes:
New mass effects for existing orders:
Standard movement behaviour changes:
Standard selection mode changes:
New game options:
Bug fixes in official patch version:
Compatibility mode: Press CTRL + SHIFT + V to clear all new sentry orders for all units so you can save the game and load it without the mod. The units with cleared orders become active so that you can give them new orders. How to use: Official patch 3.19 version:
Better BTS AI 0.82 merged version: Better BTS AI mod main thread is: http://forums.civfanatics.com/forumdisplay.php?f=245
DOWNLOAD: New sentry actions for units v0.91: http://forums.civfanatics.com/downlo...=file&id=12941 New sentry actions for units v0.93 merged with Better BTS AI v0.82: http://forums.civfanatics.com/downlo...=file&id=12942 Notes:
Last edited by Pep; Oct 31, 2009 at 09:19 AM. Reason: Changed BBAI version to 0.82 |
|
|
|
|
|
#2 |
|
Emperor
Join Date: Jul 2008
Posts: 1,081
|
Hmm. Somehow I missed those bugfixes. Mind if I include them in the next Unofficial Patch (with due credit of course)?
Also, I like the "Standard movement behaviour changes."
__________________
BUG (BTS Unaltered Gameplay) Mod: Forum || SourceForge Project || Download v3.5.1 BTS 3.17 Unofficial Patch: Forum || SourceForge Project || Download v0.21 BTS BetterAI Mod: Forum || SourceForge Project || Download v0.45 Misc ModComps (BTS): EventSigns |
|
|
|
|
|
#3 | |
|
Warlord
Join Date: May 2002
Location: Spain
Posts: 222
|
Quote:
.You can follow the changes to the code as they are marked with a "// jlc:" comment. The comments are not very explanatory, though. About changing the behaviour of attacking a unit in the black, I codded it as: - new property m_lastPlotVisible in class CvSelectionGroup, to save the state (visible or not) of the last plot of the movement. - two new functions, "void setLastPathPlotVisibility(bool eVisible)" and "bool isLastPathPlotVisible()" to establish and retrieve the value of the new property. - Property initialization on CvSelectionGroup::reset. - When a new move mission begins (CvSelectionGroup::startMission) setLastPathPlotVisibility is called. - In CvSelectionGroup::groupAttack is called isLastPathPlotVisible. |
|
|
|
|
|
|
#4 |
|
Warlord
Join Date: May 2002
Location: Spain
Posts: 222
|
Added Unofficial patch 0.21 version.
|
|
|
|
|
|
#5 |
|
Radiant!
Join Date: Jan 2006
Posts: 526
|
Your "Go To and Sentry" (Hotkey: X) doesn't work for me. I merged it into my sdk, but its effect is the same as the standard "Go To" - the unit doesn't sentry (no enemy visible).
|
|
|
|
|
|
#6 |
|
Warlord
Join Date: May 2002
Location: Spain
Posts: 222
|
I think I misnamed this new order. It's not intended to work as "first go to and then sentry when reached the destination". It works as a "sentry while going to": you give a unit an order to go to a distant tile, but if an enemy unit is spotted in its way, the movement ends and you retake the control of the unit.
|
|
|
|
|
|
#7 |
|
Warlord
Join Date: May 2002
Location: Spain
Posts: 222
|
Added Better BTS AI v0.50 version
|
|
|
|
|
|
#8 |
|
Legendary Noob
Join Date: Jul 2006
Posts: 1,922
|
That is actually a nice moid and I will be downloading it!
Any chance of including the 0.60 better AI into it? I believe it is more of a test version than a release, so no real need if you don 't want! But, really, nice and simple changes right there!
__________________
Beep. Smoking Snakes. Economic Left/Right: -3.62 Social Libertarian/Authoritarian: -6.92 I write so small and in lemonchiffon(lol!) because I am Roxor! |
|
|
|
|
|
#9 | |
|
Warlord
Join Date: May 2002
Location: Spain
Posts: 222
|
Quote:
|
|
|
|
|
|
|
#10 |
|
Legendary Noob
Join Date: Jul 2006
Posts: 1,922
|
Thank you!!!! I am sure as hell using it now!
__________________
Beep. Smoking Snakes. Economic Left/Right: -3.62 Social Libertarian/Authoritarian: -6.92 I write so small and in lemonchiffon(lol!) because I am Roxor! |
|
|
|
|
|
#11 | |
|
Chieftain
Join Date: Feb 2009
Posts: 29
|
Intelligent handling of transports that can unload with 0 MP left
Quote:
I play a lot of games on Terra maps, and will park an empty transport in the middle of the ocean waiting to take a relay of the cargo destined for the New World from another transport that will end its turn on that exact spot. Well-organized relays like this can get a settler, missionary, and worker across the ocean and unloaded in as little as 2 turns if enough transports are in the right spots, but it requires a lot of micromanagement. There's nothing I can see in the standard missions to do this, so my choice is to have the first transport stop one tile short of the rendezvous point to give me control to complete the order. I've tried ordering the transport to go to the tile and then unload, but the Unload order doesn't seem to queue; it immediately wakes the carried units, so I have to wait/skip each of them until they get to the RP. It would be nice to have an Unload or Transfer Cargo order that properly queues, but failing that I want to be able to give a special conditional mission to any carried unit: When a ship carrying one of these units ends its turn in a city/fort, adjacent to land, or on the same tile as a transport with movement points remaining, I want the carried unit(s) to wake up so that I can decide whether they should leave the transport/enter the other one on this turn. It would be fine with me if this were the default behavior for all units sleeping in a ship, but making it a checkbox somewhere wouldn't be bad either, as I can imagine some people getting equally frustrated at having carried units waking up all the time. I just hate it when a ship gets focus right next to a landmass or on top of a transport that the units could have entered last turn, and I realize that city will now be founded a turn later than it should have been. |
|
|
|
|
|
|
#12 |
|
Warlord
Join Date: May 2002
Location: Spain
Posts: 222
|
Upgraded Better BTS AI v0.60 version to include "Mass Sleep" mode.
|
|
|
|
|
|
#13 |
|
Deity
Join Date: Mar 2007
Location: Mountain View, California
Posts: 6,245
|
Nice changes. I may include some of these in BULL (the BUG DLL). Do you have an all-encompassing short name for this modcomp for use in the comments to mark changes? I haven't looked at the source yet, so if you do already, RTFS is an acceptable answer.
![]() For example, in BULL I use Code:
// BULL - UP - Barrage Fix - start ... // BULL - UP - Barrage Fix - end ![]() Edit: Nevermind. I see you used "jlc" to mark your changes, so I'll use the same in BULL. Also, I've got some questions about a few of these features.
If not, you might want to make the explanation a little clearer as it only says, "if a unit ends its movement on an unseen or unrevealed tile, the movement ends," nothing about it being occupied by an enemy, only that you won't attack automatically. For that matter, what if there's an enemy along your path before the endpoint? Perhaps something like this: Units will no longer attack enemies or unload their cargo automatically when entering an unrevealed tile. Instead, they will stop moving (interrupt their mission) and allow you to issue new orders.
__________________
"Genius is conscious evolution." - a friend BUG Mod - BTS Unaltered Gameplay - Project, Forum, Download Last edited by EmperorFool; Mar 29, 2009 at 05:30 PM. |
|
|
|
|
|
#14 |
|
Venite, videte, audite
|
Some great and long missing additions there.
__________________
MOD MOO2Civ SCENARIOS 1250 BC for BtS/1250 BC for HitM 2.01/1000 BC for BtS/1000 BC for CIV Gold BtS/600 BC for BtS/600 BC for CIV Gold BtS/300 BC for BtS/300 BC for CIV gOLD 5.2/50 AD for BtS/750 AD for BtS/750 AD for CIV Gold BtS/1000 AD for SevoMod/1066 AD for BtS/1066 AD for CIV Gold BtS/1066 AD for Thomas' War/1066 AD for Amra BtS/The Crusades !/The Crusades! for CIV Gold BtS/The Crusades! for Esnaz's Mod/1600 AD for CIV Gold BtS/1790 AD for CIV Gold BtS/1862 AD for CIV Gold BtS MAPS Amra 18 civs BtS/Random Religions 18 civs BtS/RoM 2.3 Huge Earth 18 civs/Thomas' War 2.8 Huge Earth 18 civs/HitM 2.01 Huge Earth 18 civs/GEM 5.3 Ancient 26 civs/Map pack for Chiyu's Extra mod |
|
|
|
|
|
#16 |
|
Chieftain
Join Date: Feb 2009
Posts: 29
|
|
|
|
|
|
|
#18 |
|
Warlord
Join Date: May 2002
Location: Spain
Posts: 222
|
Updated modcomp to official patch 3.19
|
|
|
|
|
|
#19 |
|
Deity
Join Date: Mar 2007
Location: Mountain View, California
Posts: 6,245
|
Do the mass effects apply to all your units everywhere or only the ones on the current tile? If the latter, I recommend using CTRL because that's what Civ4 already uses for "apply to units of same type"
Also, from post 13
|
|
|
|
|
|
#20 | |
|
Warlord
Join Date: May 2002
Location: Spain
Posts: 222
|
Quote:
I chose "ALT" because is the key Civ 4 already uses for "Mass upgrade" (whole map effects). Indeed, I decided to introduce a "Mass fortify" action because I got tired of fortifying one by one all the units activated by a "Mass upgrade". Mass effects only work when pressing "ALT" while clicking over the proper button. They don't work with the shortcuts, so ALT + DELETE and ALT + F do nothing. Last edited by Pep; Jun 14, 2009 at 04:31 PM. |
|
|
|
|
![]() |
| Bookmarks |
|
| Thread Tools | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| [MODCOMP] New orders for units | Pep | Civ4Col - Mods and Files | 11 | Mar 14, 2009 03:29 PM |
| Sentry function not working properly when applied over a group of units | Pep | Civ4 - Bug Reports | 1 | Aug 11, 2008 05:11 PM |
| New missions: Sentry while healing / Sentry on naval units | Nicopol | Civ4 - Fall from Heaven | 2 | Aug 10, 2008 05:30 AM |
| [MODCOMP] Flavoured Units | SadoMacho | Rhye's and Fall Modmods | 30 | Mar 31, 2007 05:22 AM |
| Artillery on Sentry does not see Naval Units | Pounder | Civ3 Conquests - Bug Reports | 5 | Dec 22, 2003 10:12 PM |