Advanced Unit Automations

These are the files of merged AUA into 3592 realism invictus. You just need to copy over these over the trunk version. I tested it and it seems to work fine. The application starts and buttons work. I only did not test with later eras yet with air units etc.

What are the other components which RI team would want to merge? I am a programmer and like to dig into code at times, but I am more interested to play Civ at the moment. if I could be of any help to RI team I would value that. Thanks :)
 

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These are the files of merged AUA into 3592 realism invictus. You just need to copy over these over the trunk version. I tested it and it seems to work fine. The application starts and buttons work. I only did not test with later eras yet with air units etc.

What are the other components which RI team would want to merge? I am a programmer and like to dig into code at times, but I am more interested to play Civ at the moment. if I could be of any help to RI team I would value that. Thanks :)

We have a series of small components we would like to add (they don't even change anything gameplay-wise). At the moment I will propose one, but if you want more we can go listing them.

I take the code to pillage your own roads with Karadoc. Here is the relevant code:
Code:
// CvUnit::canPillage
// ...
if (pPlot->isOwned())
{
	if (!potentialWarAction(pPlot))
	{
		// K-Mod enable the pillaging of own roads
		/* original bts code
		if ((pPlot->getImprovementType() == NO_IMPROVEMENT) || (pPlot->getOwnerINLINE() != getOwnerINLINE()))
		*/
		if (pPlot->getOwnerINLINE() != getOwnerINLINE() || (pPlot->getImprovementType() == NO_IMPROVEMENT && !pPlot->isRoute()))
		// K-Mod end
		{
			return false;
		}
	}
}
 
Yes i may be interested to merge some code from K-mod. This is my second alternative mod to play. I do not know much about it so your hints like this are definitely useful. I may look at it, but a full list of stuff is useful too. I am just learning the code base. Motivation for me doing work for RI solely depends if I find it useful for myself. I would decide on which things to do based on amount of effort/value. May be we should transition with this topic somewhere else.

But first things first. Lets sort out these Unit Automations stuff. Thanks to Afforess's comments it was not too hard to do even after so long time with code very different in these CvGameCoreDLLs. Does it work? Is it going into trunk? I could commit it myself.
 
But first things first. Lets sort out these Unit Automations stuff. Thanks to Afforess's comments it was not too hard to do even after so long time with code very different in these CvGameCoreDLLs. Does it work? Is it going into trunk? I could commit it myself.

The person responsible for programming in our mod called Josh. He will take a look and being okay will be incorporated into our mod. We love this kind contributions.:goodjob: (and this component was on my list for future versions =) )

Yes I may be interested to merge some code from K-mod. This is my second alternative mod to play. I do not know much about it so your hints like this are definitely useful. I may look at it, but a full list of stuff is useful too. I am just learning the code base. Motivation for me doing work for RI solely depends if I find it useful for myself. I would decide on which things to do based on amount of effort/value. May be we should transition with this topic somewhere else.

The ability to pillage our own roads think it would be great, because I found myself wanting to do this several times and could not. Therefore if this code actually can do this I ask to consider to merge.

As for the K-mod I believe is a little tricky to merge. Even the creator of the K-Mod - Karadoc think a little difficult ... but the part of AI it would be very interesting for us.

For the next version (in the framework of the components) we are planning merging Revolutions and Advanced Diplomacy II, making some modifications in the original versions.

We also have some small components we would like to implement. Like IDW (Influence Driven War) which Stolenrays is merging for us.

Here is a list of some components that could be merged without any problem since it does not significantly change the game or have been discussed by us. Of course you can suggest one that fits into our philosophy.

Advance Combat Odds: (already included)
http://forums.civfanatics.com/showthread.php?t=310415

New sentry actions for units: (no need)
http://forums.civfanatics.com/showthread.php?t=298512

Culturally Linked Starts:
http://forums.civfanatics.com/showthread.php?t=290694

Longer techbar in techscreen: (already included)
http://forums.civfanatics.com/downloads.php?do=file&id=7367

Super spies: (in our pipeline of implementations)
http://forums.civfanatics.com/showthread.php?t=259221

Show Hidden Attitude Mod: (in our pipeline of implementations)
http://forums.civfanatics.com/showthread.php?t=335966

Note: Normally we do not speak what we do in the next version as which "more or less" becomes an obligation on our part. So understand this post as a letter of intent.
 
The Advanced Automations merge has been committed to the trunk in revision 3602. Thanks again!

By the way, the Advanced Combat Odds component will come across with the merge of BULL, so it probably isn't necessary to merge it separately.

-Josh
 
The Advanced Automations merge has been committed to the trunk in revision 3602. Thanks again!

By the way, the Advanced Combat Odds component will come across with the merge of BULL, so it probably isn't necessary to merge it separately.

-Josh

Yes, you're right. :) I forgot to mention the BULL. Show Hidden Atitude Mod is also in BULL!
https://civ4bull.svn.sourceforge.net/svnroot/civ4bull/trunk/Changelog.txt
http://forums.civfanatics.com/showthread.php?t=342540
http://forums.civfanatics.com/showthread.php?t=274636

Also was going to ask you if you wanted to merge the Unofficial Patch v1.6, (forget it - already included rev. 3073)
http://forums.civfanatics.com/showthread.php?t=324024

IDW and Super Spies are in RevDCM (in our pipeline of implementations)
http://forums.civfanatics.com/showthread.php?t=262937


Update suggestions:

New sentry actions for units: (no need)
http://forums.civfanatics.com/showthread.php?t=298512

Culturally Linked Starts:
http://forums.civfanatics.com/showthread.php?t=290694

Longer techbar in techscreen: (included rev. 3612)
http://forums.civfanatics.com/downlo...o=file&id=7367

Change the color of the technology displayed in the Tech Tree based on era: (incl. in rev. 3632)
http://forums.civfanatics.com/showpost.php?p=11243247&postcount=2680 (BUG bug color)
or
http://forums.civfanatics.com/showthread.php?t=158137 (era color part)
http://forums.civfanatics.com/showthread.php?t=333310

Realistic Diplomacy: (already in)
http://forums.civfanatics.com/showthread.php?t=330881

Multiple Production Mod (Custom Game option): (k-mod has a system with this funcionality) (implemented)
http://forums.civfanatics.com/showthread.php?t=326545

Choosing leaders in the scenarios (needs to be developed):
http://forums.civfanatics.com/showthread.php?t=450068

Captured City Art Mod (is not working as it should):
http://forums.civfanatics.com/showthread.php?t=443965

War Prizes (Custom Game option with platyping modifications):
http://forums.civfanatics.com/showthread.php?t=332671

K-Mod AI (Revision 3871-3881 and some others) (implemented)
http://forums.civfanatics.com/showthread.php?t=407049

Surplus Resources bug: (fixed)
http://forums.civfanatics.com/showpost.php?p=10917666&postcount=2629

From MongooseSDK 3.3:
http://forums.civfanatics.com/showthread.php?t=325318

*LakeSizeMod (CvArea.cpp) Makes the definition of a lake scale with map size. With an XML Globals value of 4 which is what I use, lakes will become inland seas when greater than 4 tiles in size on Duel, up through greater than 16 tiles in size on Huge.

*PillageOwnRoadsMod (CvUnit.cpp) Allows you to pillage roads and railroads in your own territory. Serves no real purpose most of the time, but useful for those of us who like to have roads only inside city working radii from a vanity standpoint. (new code in rev. 3619)

*12monkeys TeleportingIntoLakeFix (CvUnit.cpp, CvCity.cpp, CvCity.h, CvPlot.cpp, CvPlot.h) If a naval unit is forced to teleport to the nearest valid tile, it doesn't wind up in a lake where it will usually be stuck.

Feel free to suggest other.:thumbsup:
 
Great. Thanks for the update! I am back into the game. :) Very interesting list you posted here. I will review this stuff later. Looks like BUG needs some upgrade and some more actions for units could be added. In general, I am for merging stuff which does not change gameplay, because any changes to it require rebalancing and making AI aware of these features. One of the reasons I choose this mod because of philosophy "AI must comprehend all features and use them". However, I also support improvements which make AI better smarter.

For example, I tried revolutions with other mods and while the idea to play with them is really interesting, AI can not properly handle revs and the game changes dramatically. The game is centered around exploiting AI when it is split up by those revolts. This is unfair game if AI can not use the feature properly. I like Realism Invictus for its historical feel (I feel like taking history lessons again) and somewhat close to bts vanilla gameplay with small features/improvements here and there. Great stuff guys.
 
Great. Thanks for the update! I am back into the game. :) Very interesting list you posted here. I will review this stuff later. Looks like BUG needs some upgrade and some more actions for units could be added.
We expect more contributions from you! :thumbsup:

In general, I am for merging stuff which does not change gameplay, because any changes to it require rebalancing and making AI aware of these features. One of the reasons I choose this mod because of philosophy "AI must comprehend all features and use them". However, I also support improvements which make AI better smarter.

Yes this is part of our philosophy. This is exactly why we have removed some components present in other versions. As the creation of land in oceans, mercenaries, and others.

For example, I tried revolutions with other mods and while the idea to play with them is really interesting, AI can not properly handle revs and the game changes dramatically. The game is centered around exploiting AI when it is split up by those revolts. This is unfair game if AI can not use the feature properly.

Our merge will take this into consideration. We will do not copy and paste, we have a lot of work. And of course we will have the option to deactivate it.

I like Realism Invictus for its historical feel (I feel like taking history lessons again) and somewhat close to bts vanilla gameplay with small features/improvements here and there. Great stuff guys.
In the name of the team I thank you! :goodjob:
 
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