I downloaded the whole tarball from sourceforge instead of using tortoiseSVN to update my local copy and the installer took the usual ammount of time to compile and installed without any problems. I can tell it's rev 94 by the ark of covenant wonder. GCs are still broken after a save/load
I should mention this now. You will need to get a compiler (Visual Studio 200x) running that can compile a dll for Civ, I have limited bandwidth at my location, and can not upload a new 6mb dll for each revision. The source code uploaded has fixed the GC bugs, but the dll is frequently out of date. I recommend you check out the modiki, and head to it's page on the SDK. It has tutorials on setting up a compiler for Civ; and once you get it working, everything is a snap.
Some caveats:
This was orignally envisioned before the mountaineering mod came into existance, so for now I am assuming
that mountians are considered as non-walkable tile. Chokepoints as determined thus therefore viable
for anyone not using the mountaineering mod. Even with the mountaineering mod, they remain viable pre-mountaineering tech
or in regards to cost, or if one wants to modify the mountaineering rules to further restrict what unit types can traverse them.
Even after Mountaineering is research, mountains are still decent chokepoints, just as long as the other team does not have mountaineering. When everyone has it late game; chokepoints are much less valuable anyway, because of the advent of flight.
However, there are some disadvantages to this way of doing it. By calculating beforehand, and not on the fly, you create some obvious, and not so obvious issues. Obviously any changes in terrain or impassibility will cause issues. A player with a fancy for the worldbuilder could cause AI stupidities. However, the not so obvious issues; A player has mountaineering, but the victim player they are fighting does not. This code would tell them to fight in the pass, as the victim would be unable to advance. But strategically, the valley, or chokepoint, while strategically, the best place, is usually the worst place defensively. Moving onto the peaks would give the units invulnerability. The only way to tell which decision to make would be to see if the AI was winning or losing the war, if they were attacking or defending; however there is no good way to check this, and the AI might be losing on one continent, but winning on this one. Such is the state of Civ4 AI...
A further problem is that the AI has practically no battlefield tactics. While most of the AI exists in the present, Unit AI is singularly unique in existing in the future. The Units are not particularly preoccupied with the ongoings of the now; and focus on a future destination. There is no existing AI to make them consider fighting in the battlefield; and I'm sure you have noticed the AI rarely does this. 9/10 of times, their stacks follow singular goals of moving to a location; then engaging. Deviating from this would require a even larger rewrite than what you propose.
The good news is that I expect Shafer knows exactly the same thing about chokepoints as you do, and for Civ5, chokepoints will be even more valuable, with the 1 unit limit. I seriously hope they dedicated a programmer to just AI; with Civ4, they didn't, and this is the result...
As for actually programming your pseudo-code, I must admit bitwise operations are a bit over my head; I am just completing my 1st year of programming. I understand some basic ops; but no where near the level you describe.
0100010@ when you have something that long to write(as above), it would be appreciated if you put it inside a spoiler ok, thx.
Who died and made you a CFC admin?
I believe I reported this before but for some reason the Department of Water is not showing up in game. For some reason it can't be built. Please check it over to see why.
Will do.