Recent content by devolution

  1. devolution

    Mini-engine progress

    Let me start out by saying that I’m very impressed by your efforts and skill. 🙂 ... before diving straight into the nerdy stuff: What are the average- and worst-case sizes of your open list? I’m asking because the K-Mod Pathfinder (refactored and improved by @f1rpo for the Advanced Civ Mod...
  2. devolution

    Quick Modding Questions Thread

    You're on the right track but you'll have to deal with some issues 1) Will the int version replace the bool version, if so you may want to migrate the existing savegame format. 2) Will the modifier from the int version be additive ? I suppose that's easier since you could have two separate tech...
  3. devolution

    Quick Modding Questions Thread

    IMHO, the easiest way to generalize the movement limit would probably be to have kTeam.isExtendMovementLimits() return an int rather than a bool which you could then use a as a modifier rather than an on/off toggle.
  4. devolution

    [WTP] Quick questions

    It’s possible the REF can’t reach you, or maybe it’s getting stuck somewhere 😄 If you upload your save file, I’d be happy to take a look!
  5. devolution

    Pathfinding in AI logic

    I wanted to amend my reply but then I saw that our eminent modder, @f1rpo had joined in :) . I did edit my message which originally stated that I assumed that the UI pathfinder would use the MOVE_IGNORE_DANGER flag which turned out to be a flawed assumption!. Like @f1rpo pointed out, this flag...
  6. devolution

    [We the People] Bug reporting

    I've pushed a fix to the WTP develop branch. The ship was stuck in Port Royal because it lacked a valid "Europe" destination plot—a requirement both to prevent it from getting stuck and to allow its order to be changed—so it remained immobile indefinitely. 🤣
  7. devolution

    Pathfinding in AI logic

    Hi @Leoreth , Your code looks fine to me at a glance but there are a couple of additions that may be helpful: - area check to exclude non-reachable cities in other areas. This is strictly speaking not necessary but should be helpful as an optimization. - usage of MOVE_IGNORE_DANGER may be...
  8. devolution

    [We the People] Bug reporting

    It is probably a state management issue with respect to the "relocation" process (for lack of a better description). I'll have a look at it this weekend.
  9. devolution

    [We the People] Bug reporting

    Can you reproduce the issue reliably ?. We've seen that one before but never managed to reproduce it. Please post the save!
  10. devolution

    [We the People] Bug reporting

    A while back, I implemented hypothetical pathfinding to address this issue and similar ones. This feature allows us to verify if a valid path exists using the unit's actual movement abilities before creating the unit. For example, we might require a viable path to either a city on the same...
  11. devolution

    [We the People] Bug reporting

    Perhaps it was captured by a privateer or pirate and then came into the possession of the wild animals team? Or perhaps a dodgy event? I've observed that animals sometimes flee to Europe when threatened or injured, which is likely the same issue. I have a fix for this in one of my many branches...
  12. devolution

    Advanced Civ

    Interesting, in WTP AI_isAnyWaterDanger is only used for water plots. In fact the MOVE_IGNORE_DANGER uses a domain check like this to detemine domain-approporiate danger. if (kGroup.getDomainType() == DOMAIN_SEA) { if (kPlayer.AI_getWaterDanger(pPlot...
  13. devolution

    Advanced Civ

    Hi @f1rpo I'm currently busy merging AdvCiv with WTP and had a look at the following code: int CvPlayerAI::AI_getWaterDanger(CvPlot const& kPlot, int iRange, int iMaxCount) const // advc.opt { PROFILE_FUNC(); FAssert(iMaxCount > 0); // advc.opt (use MAX_INT for infinity)...
  14. devolution

    [We the People] Bug reporting

    Strange was probably not the correct term 🤣, I admit. It was just that it looked curious, given the current code page I was using. Fortunately the issue seems to have been resolved in develop. In related news, earlier today I pushed a fix for a CTD that sometimes happen when an AI player is...
  15. devolution

    [We the People] Bug reporting

    @ExcellentOne I was able to fight and win the WoI with the lastest develop. The cutscene played just fine. I noticed some "strange" characters though, are you playing with russian or another non-western localization. If so, it could be code-page related. Could you try with develop or with plain...
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