Looks like it gets the AI to choose it's production again before the code moves on to where the next unit would be produced. Which means the AI would always use the mechanic.
Not sure though, as I don't have the code up and can't look at AI_ChooseProduction.
Making sure I have the correct placement there, as I'm likely to use it (already sent you a PM to see if you'd made any AI additions for this. ). Put your addition in bold.
Denev, just wanted to say I used this as my inspiration for a Multiple Research game option, which does essentially the same thing as this, but with research.
<TEXT>
<Tag>TXT_KEY_GAMEOPTION_MULTIPLE_RESEARCH</Tag>
<English>Multiple Research</English>
<French>Multiple Research</French>
<German>Mehrfachforschung</German>
<Italian>Multiple Research</Italian>
<Spanish>Multiple Research</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_GAMEOPTION_MULTIPLE_RESEARCH_HELP</Tag>
<English>When a player has enough beakers to research more than one technology, and more than one technology is queued, they can research multiple technologies per turn.</English>
<French>When a player has enough beakers to research more than one technology, and more than one technology is queued, they can research multiple technologies per turn.</French>
<German>Wenn ein Spieler genügend Forschungspunkte erreicht hat, um mehr als eine Technologie zu erforschen und mindestens eine weitere vorausgewählt ist, so können mehrere Technologien pro Runde erforscht werden.</German>
<Italian>When a player has enough beakers to research more than one technology, and more than one technology is queued, they can research multiple technologies per turn.</Italian>
<Spanish>When a player has enough beakers to research more than one technology, and more than one technology is queued, they can research multiple technologies per turn.</Spanish>
</TEXT>
Pretty easy, at least compared to the MPM as far as merging goes. Once you recompile, test it out by giving yourself like 100 GS's and settling them in your capital. Then, pick a tech in the future. Watch as you get 10-15 of them in 1 turn.
<TEXT>
<Tag>TXT_KEY_GAMEOPTION_MULTIPLE_RESEARCH</Tag>
<English>Multiple Research</English>
<French>Multiple Research</French>
<German>Mehrfachforschung</German>
<Italian>Multiple Research</Italian>
<Spanish>Multiple Research</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_GAMEOPTION_MULTIPLE_RESEARCH_HELP</Tag>
<English>When a player has enough beakers to research more than one technology, and more than one technology is queued, they can research multiple technologies per turn.</English>
<French>When a player has enough beakers to research more than one technology, and more than one technology is queued, they can research multiple technologies per turn.</French>
<German>Wenn ein Spieler genügend Forschungspunkte erreicht hat, um mehr als eine Technologie zu erforschen und mindestens eine weitere vorausgewählt ist, so können mehrere Technologien pro Runde erforscht werden.</German>
<Italian>When a player has enough beakers to research more than one technology, and more than one technology is queued, they can research multiple technologies per turn.</Italian>
<Spanish>When a player has enough beakers to research more than one technology, and more than one technology is queued, they can research multiple technologies per turn.</Spanish>
</TEXT>
Pretty easy, at least compared to the MPM as far as merging goes. Once you recompile, test it out by giving yourself like 100 GS's and settling them in your capital. Then, pick a tech in the future. Watch as you get 10-15 of them in 1 turn.
Mind if I merge this? Weak enough that it could be used as a general mechanic, rather than a trait as I did with Denev's mod (Have a civ that doesn't need food, has no happy cap, and grows by taking slaves.... They won't ever get that mechanic. )
Mind if I merge this? Weak enough that it could be used as a general mechanic, rather than a trait as I did with Denev's mod (Have a civ that doesn't need food, has no happy cap, and grows by taking slaves.... They won't ever get that mechanic. )
I believe the AI understands.
the popOrder statement which you said assigns true as third argument.
Then the following code will run at the end of popOrder function.
Spoiler:
Code:
if (bChoose)
{
if (getOrderQueueLength() == 0)
{
[COLOR="Blue"]if (!isHuman() || isProductionAutomated())
{
AI_chooseProduction();
}[/COLOR]
else
{
I have made sure running it with city automate mode. Please tell me your opinion.
Denev, just wanted to say I used this as my inspiration for a Multiple Research game option, which does essentially the same thing as this, but with research.
Any chance the code could be modified to launch a 'ChooseProduction' popup if the player doesn't have anything queued up? I've been trying to get that to work but haven't been able to.
Any chance the code could be modified to launch a 'ChooseProduction' popup if the player doesn't have anything queued up? I've been trying to get that to work but haven't been able to.
I tried, but popup window seems to be shown only when player is active.
When city production process, player's turn has been finished already. I can't find way to show it before next player's turn.
I tried, but popup window seems to be shown only when player is active.
When city production process, player's turn has been finished already. I can't find way to show it before next player's turn.
I tried, but popup window seems to be shown only when player is active.
When city production process, player's turn has been finished already. I can't find way to show it before next player's turn.
Yeah, I tried 4 or 5 ways that should have worked, but got nothing. I was honestly thinking I'd end up with a WoC endless loop, but instead it did absolutely nothing.
Just to make sure all affected parties are notified, I only made the Multiple Research bug worse with my last fix. Before, I failed to scale tech costs with the gamespeed/era, etc... But, now, it works in reverse, so each new tech would GIVE the player the research it would have cost, instead of taking it, allowing you to research the entire tech tree in one turn.
The bug is only in CvPlayer, the above code in my original post has been corrected, just replace the doMultipleResearch() function with the new one.
Just to make sure all affected parties are notified, I only made the Multiple Research bug worse with my last fix. Before, I failed to scale tech costs with the gamespeed/era, etc... But, now, it works in reverse, so each new tech would GIVE the player the research it would have cost, instead of taking it, allowing you to research the entire tech tree in one turn.
The bug is only in CvPlayer, the above code in my original post has been corrected, just replace the doMultipleResearch() function with the new one.
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