F1piro helped me with my DLL. He has that on a git which I believe I have access to. I will check when I get back online at home.
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With that being said, I suppose its not as simply as loading the DLL from the assets folder in my mod? I will have to go thru the git from F1piro?
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Edit...
The first question I have regarding the above is the .sln file. Is this different than my mods dll?
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My plan was to make a copy of my dll and save it to my desktop and then load that file from the desktop to practice launching the file and seeing the code within. Will this work [wont be in...
My plan is only to work on code for AI using fighters and bombers; specifically having the AI build airports and fill them up for fighters and bombers as quickly as possible. I then will play and see if the AI does this as I have coded. If that occurs I will see if the AI properly bombs stacks...
Can you explain the process of where or how to use git? I really have no idea? Having the Civ4 SDK download from the first page link and visual studio 2003, am I technically now ready to make changes?
Ok; I have purchased and installed the original Microsoft Visual Studio 2003 to have the original environment. I have downloaded and installed the Civ4 Microsoft Windows SDK Visual C tool kit. I'm not savvy enough to understand where to go from here. Do I need an actual git? Can I not just...
The screenshot was AI autoplay, yes. Based on what I was seeing, and the air units tag missed on the lists to the left, it would be my guess [without knowing the code], that the weights do not apply at all to fighters/bombers
Leoreth;
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Would you surmise, based on the screenshot I provided and Walter confirmed, that the AI doesn't consider air units in the weights and therefore changing the weights doesn't even matter?
Additionally [hopefully Leoreth or Nightinggale can expand on the previous air unit posts], I have updated MMod but need to somehow link to it so it can be uploaded by others on this site. What is my best method of doing that?
Hello; yes, my mod is run off KMod as its base. And if air units aren't displayed there, do we think that means they are not taken into account at all? That the AIWeight has zero effect no matter the setting?
Additional question regarding my previous question to those who are adept at reading c++ logic; do you find that the AI adequately uses bombers and fighters when it has them? For example; if an AI invades a human player, it is easy to absolutely shred the AI to pieces with bombers or fighters...
Thank you - I don't currently have a late game save to check; do you have a suggestion for what I should add to the AIWeight to simply get it to make more fighters and bombers without it getting bad for gameplay? A human player can decimate essentially any AI simply w air superiority late game...
I'm not sure if anyone has any experience modding these numbers or not, but I'll ask for any guidance:
The unitinfos has, iAIWeight, and the Wiki explains this as, "The preference given by the AI to this unit, generally for Unique Units." Review shows that every unit is set to '0' ... if I...
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