Here are the modifications I spoke of earlier. I probably wont have the time necessary to work much on them in the near future therefore I upload what I have now.
What has changed:
Very aggressive settling phase that sends out unprotected settlers to get more solar systems
Completely...
I have now tried editing the CvEventManager.py file in the BTS assert folder. The events are not dispatched as it seems.
onUnitBuilt/onUnitKilled however work like a charm. I have BTS 3.13 could somebody with the same version please check if he can get either onUnitCreated or onUnitLost to...
Hello,
I've been modding FinalFrontier for some while now and want to add some new event handlers. I have added the following code to the CvFinalFrontierEvents class in CvFinalFrontierEvents.py
#MOD START
def onUnitLost(self, pUnit):
print "onUnitLost"
self.parent.onUnitLost(pUnit)...
Note that I changed the resolution from milliseconds to microseconds. Those 1729022 are therefore about 2 seconds for about 70 turns. That's fast enough. Considering that there are never that many ships around it can't be a show stopper.
doCityAIUpdate is pretty slow, of those 13 seconds I...
It's mostly a visual mod and AI mod. The other things work just as normal. In between turns the visual part is not update so it can't slow things down. The AI isn't either the cause (as I initially suspected) so what causes this slowdown?
Hello,
I've been modding the FF AI so that it would be more competitive. So far I have a very aggressive settling phase done (with own settler AI) and debugged. It now also builds a lot more fighters and bombers. However that is not my point.
I'm fighting with long turn times in the later...
Here's a patch for the pirate problem. Pirates can only spawn in plots that are at least 5 plots away from any visible plot. This should be enough to stop them from spreading in your empire. With iNoBarbRange you can modify the range.
Edit in CvFinalFrontierEvents.py the function...
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