Recent content by Leodim

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    Snofru's Space Maps

    I'm not sure I will have time to get back on that now (irl). But if I do, I will!
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    Little improvements with AI using settlers (dev)

    Well not completely but logs showed quite a lot of request "approved" for units that were in the city where the settler(s) was idle, turns after turn. Is that what you meant ? I didn't look at what those request were about. I noticed that increasing the priority of settler escort change the...
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    Snofru's Space Maps

    Thanks! I can't tell for how long I'll be around, but I can tell I won't mess around ;) I do have indeed more stuff only on my comp for C2C, some are totally personnal subjective tweaks of no commit use; but I think some also might interest some people (more buildings filters and sorting on...
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    Snofru's Space Maps

    Got it! So considering what we have, we could use next higher width. Which atm would give: - 48 use 60 - 72, 84, 96 use 108 (which is quite a large truncate for 72) - others <= 124 use 124 - others > 124 missing. I admit I also could: - truncate using next higher width (like now but with 3...
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    Snofru's Space Maps

    That's really cool! Remember me asking for a space map (only the space part is enough) for each civ4 width? That's (also) where it would come in handy! Plus truncated is not really good looking. I could already use 108 and 124 (124 is not a preset size I think). Noted for the polar ocean...
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    Little improvements with AI using settlers (dev)

    v43.1 lines were : CvContractBroker.h: line 65 add: #define HIGHEST_PRIORITY_ESCORT_SETTLER_PRIORITY 1100 CvUnitAI.cpp line 1931 (change <= to <): if (!getGroup()->canDefend() || getGroup()->getStrength() < AI_minSettlerDefense()) line 1954 (use new value instead of...
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    Snofru's Space Maps

    I'll do a PR when I find some time, but meanwhile, here are the modified files for v43.1 (probably won't work on v44, didn't test). Just copy them in their respective directory, no need to recompile DLL. So at least some pple may try it if they need it :) I hope I didnt forget any file looking...
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    Little improvements with AI using settlers (dev)

    I won't PR for such small changes (2 lines) but in v43.1 I noticed too often AI don't use its settlers. It's quite possible it's the same in v44. After a long while (thanks debugger and logs) I noticed it was mostly due to no available escorts. 1) I think there is a typo in...
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    Snofru's Space Maps

    Well atm it's only on my computer, I should PR that but not sure how long it takes to be available after that (quite long I think). I can post the python files here (v43.1) though. I don't think I touched the dll at all IIRC, so a simple copy files should work. I saw the height limit when...
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    Snofru's Space Maps

    Hey guess what? I did it (v43.1) :) Added a button in WB, press it, now it exports the map adding space using a map from snofru. Takes about 5 secs to process on my computer. Was a bit painful cause I honestly never use python, but it works Limitations for now: - zoom a lot and dont look at...
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    Snofru's Space Maps

    Hello there, I read the last 2 pages of this thread and was wondering what's the status on scripts for generating earth maps including space as someone asked? If it is still "totally undone" yet, I might give a a shot. I looked at a WB map and it doesn't seem too complicated. If someone started...
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    Do you think this "smartass" move is "cheating"?

    I forgot about that. I should use it more ;) More seriously : yes, this should be way more expensive OR not remove city defenses OR only halves them. Obviously needs a change of some sort. I like the "only halves them + slighlty more expensive maybe (because it already ruins a city for a turn...
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    Do you think this "smartass" move is "cheating"?

    Actually would be better to add a separte tag from this one which is for criminals (unless it exists and I missed it) like a "bRivalCity". To avoid other criminal stuff that could cause bugs to GSpy with future changes. My bet would be just register it and add it to CvUnit::canEnterPlot logic...
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    Do you think this "smartass" move is "cheating"?

    @Nimek Did you try that?
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    Do you think this "smartass" move is "cheating"?

    Quickest workaround "not too ugly" I found: Open U_Land_CIV4UnitInfos.xml Find <Type>UNIT_GREAT_SPY</Type> add <bBlendIntoCity>1</bBlendIntoCity> somewhere ok to that unit (like the line after <bRivalTerritory>1</bRivalTerritory>) Save and relaunch the game. Now it can enter enemy cities while...
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