TC01
Deity
Multiple Production merged. That's probably the last one before 1.7's release.
Also, added a few other things to the first post.
Also, added a few other things to the first post.
I'm ready to download the latest version as soon as you post it's ready for consumer useMultiple Production merged. That's probably the last one before 1.7's release.
Also, added a few other things to the first post.
I'm ready to download the latest version as soon as you post it's ready for consumer use
It probably was, what can i say?!You can unbate your breath. It's out.
In fact, it may have already been out when you posted that...
<element type="bTroopTransport" minOccurs="0"/>
<element type="UnitCombatAttackMods" minOccurs="0"/>
<element type="UnitCombatDefenseMods" minOccurs="0"/>
I have a question about one of the tags that has been added.
This is from the Civ4UnitSchema.xml
What exactly does this enable a unit to do, does it enable the units that have this tag to capture planets or to carry troop units or something else?Code:<element type="bTroopTransport" minOccurs="0"/> <element type="UnitCombatAttackMods" minOccurs="0"/> <element type="UnitCombatDefenseMods" minOccurs="0"/>
*Bump* any ideas guys?
How's the testing going, any problems yet?Never mind; I got bored and merged it myself. Everything seems to work, though I've only put in ~1 hour of testing so far. Do you guys take patches, and if so how?
Changes in this mod:
-Best Defender code is modified to use the actual combat odds to determine the best defender. It also evaluates the value of a unit and uses that to 'adjust' the odds to come up with a defender ranking (making them more likely to defend if they have an excellent chance of winning - less likely otherwise). The amount of the adjustment depends on the value of the unit.
-Likewise, the Best Attacker code uses combat odds and adjusts based on value.
-Some speed improvements to combat in general, and combat odds in particular. Most notably, use of a cache to store partial combat odds to reduce the computations needed. Even with the use of combat odds, stack combat (1 large stack attacking another large stack) now takes roughly half the time.