Hashishim
Prince
will Better AI 1.000 be put into AND or rather upgraded from what AND or RoM is using. curious
Don't vote so eagerly for new versions of Better AI/BUG/BULL and RevDCM to be merged into AND.
Devil only knows how many bugs will that bring. At this moment we have a nice, playable, fast version of AND. Enjoy, folks![]()
But....the new version of BAI runs faster.![]()
and the new RevDCM more MP friendly . . .
And also has some critical waiting for turn & CTD bugs. No way am I merging. Not until it's stable.
An update of what has been consuming my dev time:
I've been rebuilding the settings page from scratch to create one that works perfectly in MP. I found out that my current implementation only works for SP, and will cause OOS even if only the host adjusts options. The new implementation will allow for players to adjust all the options on the fly in MP. Certain ones will still be controlled by the host only, but those are much fewer than before.
I also plan on making abandoning cities and selling buildings MP compatible.
If you could explain what it is about the Abandon City/Sell Buildings mod that makes it not MP compatible then maybe I could fix it. After all I am familiar with the code. I was thinking about converting it to the new BUG form anyway. I seem to be fairly good at doing that![]()
Pretty much everything about it breaks MP. Keep in mind MP works by giving each player their own instance of the game. So whenever a human player does something in MP, the humans actions must be updated for all the other players.
So there is something that needs to be "sent" to the other players. The abandon city function calls the generic "raizeCity" event so that should be passing the information to MP on that. Does it also need to "send" info on units built and buildings destroyed and money received? How is such info "sent" can it be done by raising an event?
OK creating units can't be breaking MP because it uses the same code as in WarPrizes. So I don't have to worry about "Subdue Animals" then. Or is WarPrizes not MP compatible?
An update of what has been consuming my dev time:
I've been rebuilding the settings page from scratch to create one that works perfectly in MP. I found out that my current implementation only works for SP, and will cause OOS even if only the host adjusts options. The new implementation will allow for players to adjust all the options on the fly in MP. Certain ones will still be controlled by the host only, but those are much fewer than before.
I also plan on making abandoning cities and selling buildings MP compatible.
I probably don't have to say anything here but just to be sure. You wont be hard coding the techs-religion information but getting it from the data (XML), wont you?For 1.74:
_ Dedicated Religious Tech AI
X Better RoM Religions
1.74 ChangeLog:
Better RoM Change: New religions spread faster than older ones.
I probably don't have to say anything here but just to be sure. You wont be hard coding the techs-religion information but getting it from the data (XML), wont you?
All it was was that I altered the default spread rates for religions. Early religions spread slowly, late ones, faster.Don't remember seeing any discussion on what this is. Does it have any effect I should consider?
This will have no "real" effect since in RoM only one religion will "naturally" spread to a new city after that you will need a missionary to get the second etc. religion there.
No. I avoid hard coding whenever possible. It always comes back to bite you in the @ss.
This will have no "real" effect since in RoM only one religion will "naturally" spread to a new city after that you will need a missionary to get the second etc. religion there.
Good point. Want me to change that?