Recent content by valergrad

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    General A New Dawn discussion

    1) No problem if we have the code. I can try to merge codefix with AND2. 2) No hurry at all, this game exists for more than 15 years, and this mod exists for more than 10 years)
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    General A New Dawn discussion

    Oh! That is interesting. Can I get this .dll somewhere?
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    General A New Dawn discussion

    In Vanilla AI wasn't so bad. At least he knew how to create one stack of doom and push it towards you cities, leaving 3-4 units in each of his cities for a defense. With huge production bonuses it was enough to create a challenge for a non-experienced player. That's why I have a humble hope...
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    Trading units is kind of broken? upd: and my proposal how to fix

    Thank you for you answer! Working with DLL in ROM:AND is actually much simpler then with Python ( because of how Python code written...) - and as I've seen you can do changes in Python, that means that you can in DLL easily. I can show you in some google meet session - but you just need to...
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    Barbarian generation: how it works in BTS and in AND

    Previously I've many times stated looking at the code that option RAGING_BARBARIANS doesn't check a handicap level. This should mean, that for example, if you playing on settler with RAGING_BARBARIANS AI's probably would not survive. That was my hypothesis. I've checked it - started a new game...
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    Barbarian generation: how it works in BTS and in AND

    Next function I want to check is - how barbarian cities are created? This is function createBarbarianCities. 1. Of course, we don't create barb cities with option NO_BARBARIANS. 2. Next there is check for an era bNoBarbCities. In BTS it is 1 for ERA_MODERN and ERA_FUTURE, so we don't place...
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    Barbarian generation: how it works in BTS and in AND

    What barbarian unit will be generated? Basically it looks for all combat units that barbarians can train based on their technologies and resources available. So, this does mean, that for example, if some barbarian city got access to horses in Australia, then everywhere on the map, even in...
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    Barbarian generation: how it works in BTS and in AND

    Now, let's go to putting barbarians. It works extremely simular with animals, with some little differences. In the same way we process each area separately. For each area we need to calculate our iNeededBarbs based on number of tiles in this area, number of barbarian units it already has and...
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    Barbarian generation: how it works in BTS and in AND

    Shall we continue? Two things about creating animals that I haven't mentioned yesterday, because already wanted to sleep. First is that when we placing unit we check terrain feature that this plot has. If it has not - we check the terrain type. And then we find list of all animals that can be...
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    Barbarian generation: how it works in BTS and in AND

    Now let's take a look at how CvGame::createAnimals() works if we have chosen to create animals this turn. First of all, as mentioned, we need to check the era - animals are not created in the medieval era or later. (The era is calculated as an average of the eras of all living players.)...
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    Barbarian generation: how it works in BTS and in AND

    I decided to get an idea how it works. At first look, it can be improved and rebalanced, but before discussing this we need to get clear understanding how it works now. First of all, there are 3 important parameters. In BTS they are: I think, these are the most important parameters in...
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    Trading units is kind of broken? upd: and my proposal how to fix

    Okay, I've managed to install Visual Studio Community 2022. Debugging is hanging the whole computer for some reason, but I've added some logging, and this is what I've got. With this function: This is what I've got: So, now the math is okay. Value for Galleon is based on 'Galley' as best...
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    Trading units is kind of broken? upd: and my proposal how to fix

    The only idea is that problem is in function CvCityAI::AI_bestUnitAI that is used for determining 'the best buildable unit' for the player. It is another ridiculously large function ( i starting to understand why ROM:AND is so slow... ) that has a lot of logic related with case, where units are...
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    Trading units is kind of broken? upd: and my proposal how to fix

    Hi all, I've recently returned to this genius mod ROM:AND and started a new game. As usually i am playing at deity difficulty with one city on giant map with turned off tech diffusion and without a realistic timescale , and this means that I am trying to get as much as possible from each...
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    Earth18Civ OCC Conquest...?

    Still it was a good run - to get all this wonders...
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