> I'll make some notes and write stuff up; I'll share that with you so you may, if you want, add it to your Wiki.
That'd be great - a fresh perspective would be helpful. It might even get me inspired to push this project along a little further!
re: documentation
I'm thinking there are two...
> Can someone point me to the 'master' or 'authoritative' list of bugs and todos?
I've got some additional information in my Wiki as well : https://github.com/fire-eggs/CivOne/wiki
including an attempt to describe "what's where" in the source.
Kevin (aka fire-eggs)
Wonderful! Another step forward!
Re: your comment on the usage of DX:
//1ade:06d4 MOV DX,word ptr [BX + CITIES_BUILDINGS2]
First, we might be looking at slightly different apples. The line you mention is at
1ADE:06CF in my disassembly, which is from Civ.01 (which matches DarkPanda).
But I...
My thanks for the update, and sorry for the late reply. I started poking at the disassembly, but was dragged away by other priorities. I'm looking forward to any and all updates!
You might look into making a small tweak to MoveUnit.cs (in src/Tasks) and see if that makes a difference.
Namely, comment out the "[Fast]" attribute. It seems to have an effect on the game Update process.
Yup, my bad. Mis-interpreted a TODO.
Should read:
- Force Democracy civilization into revolution on extended city disorder [City.cs, NewTurn()]
Updated - thanks!
How are your Civilization skills? ;) Playing the game and identifying discrepancies between this and the original game is important.
You can look at any post of darkpanda's to read in-depth descriptions of the original DOS code. Possibly too deep for getting started tho.
You can look at SWY's...
When conquering a city, how much gold is plundered?
- Destroyed building
- Accumulated shield production -> cash, at what conversion?
- What share of the civilization's gold reserves?
I don't know that to be the case, but given no movement expense, I would assume the AI could easily get into a state of moving a unit back-and-forth forever.
One potential solution that occurred to me much later is to let the human have cost-free railroad goto, and not the AI. It would be a...
TLDR: seeking detailed "what should this city build next" logic for AI players in CivOne
I've been working on moving SWY's CivOne re-creation forward, fixing bugs and adding missing features. [You can find the releases on Github here]. I've started writing the AI players' unit movement logic...
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