Sephi
Deity
- Joined
- Jan 25, 2009
- Messages
- 3,254
This small Mod tries to remove some OOS problems from FFH Patch J. No Gamechanges whatsoever, only change is that some AI calculations are cached (so that they don't get out of sync). Only use this Mod if you have OOS problems with patch J. This mod BREAKS SAVES.
Please post if this solved OOS problems for you. Everyone in the MP game needs this little Modmod. Copy dll file into Assets folder
uploaded new version 1.2 (12/29/2009) which disables AI suicide summoning in simultan Multiplayer
http://www.filefront.com/15244959/CvGameCoreDLL.dll/
for modders:
edit: source attached
also see http://forums.civfanatics.com/showpost.php?p=8742990&postcount=7
also add this (change version 1.2)
in CvGame::updateMoves()
replace added code with
Please post if this solved OOS problems for you. Everyone in the MP game needs this little Modmod. Copy dll file into Assets folder
uploaded new version 1.2 (12/29/2009) which disables AI suicide summoning in simultan Multiplayer
http://www.filefront.com/15244959/CvGameCoreDLL.dll/
for modders:
edit: source attached
also see http://forums.civfanatics.com/showpost.php?p=8742990&postcount=7
also add this (change version 1.2)
Spoiler :
in CvGame::updateMoves()
replace added code with
Code:
/*************************************************************************************************/
/** BETTER AI (Spellcasting end of turn) Sephi **/
/** need to find a better place for this in the update cycle? **/
/** **/
/*************************************************************************************************/
if (!isMPOption(MPOPTION_SIMULTANEOUS_TURNS))
{
if ((!(player.isHuman()) && (!(player.isBarbarian()))))
{
player.AI_setSummonSuicideMode(true);
for(CvUnit* pLoopUnit = player.firstUnit(&iLoop); pLoopUnit != NULL; pLoopUnit = player.nextUnit(&iLoop))
{
int ispell=pLoopUnit->chooseSpell();
if (ispell!=NO_SPELL)
{
pLoopUnit->cast(ispell);
}
if (pLoopUnit->isBuffer())
{
pLoopUnit->AI_BuffCast();
}
if (pLoopUnit->isSummoner())
{
pLoopUnit->AI_SummonCast();
}
}
player.AI_setSummonSuicideMode(false);
}
}
player.setAutoMoves(false);
/*************************************************************************************************/
/** END **/
/*************************************************************************************************/