[to_xp]Gekko
QCT junkie
that's a good idea for the Trade tech in GEM!
Might be a bit strange question. Thal's mod(s) - with help of others not to be offended - had three rough stages:
1. getting it together
2. playable, implementing suggestions
3. very playable, removing bugs, hammering details
Are the additions for G&K in the 2nd phase yet? Didn't buy G&K yet and I don't want to until addons are stable enough to be as playable as towards the end before expansion.
Great work Thal and others. I'm just a user so I'm waiting (patiently) for a comparably good, stable version.
But I got time so no hurry
if the leaders portion of the VEM mod could just be switched on and see what bugs result (and what changes would remain for GK leaders or changes to vanilla leaders in GK)
int iRange = GC.getCITY_ATTACK_RANGE();
// City range +1 (3) if has military base
if(IsHasBuildingThatAllowsRangeStrike())
{
iRange++;
}
// End
int iRange = GC.getCITY_ATTACK_RANGE();
// City range +1 (3) if has military base
if(pLoopCity->IsHasBuildingThatAllowsRangeStrike())
{
iRange++;
}
// End
// if there is an enemy city nearby, alert any scripts to this
// City range +1 (3) if has military base, check range + 1 before knowing if it has military base not efficient
int iAttackRange = GC.getCITY_ATTACK_RANGE() + 1;
// End
for(int iDX = -iAttackRange; iDX <= iAttackRange; iDX++)
{
for(int iDY = -iAttackRange; iDY <= iAttackRange; iDY++)
{
CvPlot* pTargetPlot = plotXYWithRangeCheck(getX(), getY(), iDX, iDY, iAttackRange);
// City range +1 (3) if has military base
if(pTargetPlot && pTargetPlot->isCity() && pTargetPlot->getPlotCity()->IsHasBuildingThatAllowsRangeStrike())
// End
{
if(isEnemy(pTargetPlot->getTeam()))
{
// do it
CvCity* pkPlotCity = pTargetPlot->getPlotCity();
auto_ptr<ICvCity1> pPlotCity = GC.WrapCityPointer(pkPlotCity);
DLLUI->SetSpecificCityInfoDirty(pPlotCity.get(), CITY_UPDATE_TYPE_ENEMY_IN_RANGE);
}
}
}
}