black_rider
Chieftain
- Joined
- Jun 30, 2016
- Messages
- 39
Any relase date for version 1.12 ? 

CvNetPushMission::CvNetPushMission() :
CvMessageData(GAMEMESSAGE_PUSH_MISSION), m_ePlayer(NO_PLAYER), m_iUnitID(-1),
m_eMission(NO_MISSION), m_iData1(-1), m_iData2(-1), m_eFlags(NO_MOVEMENT_FLAGS),
FAssert((eFlags & MOVE_SAFE_TERRITORY) || isHuman());
Thanks f1, ill add the human check.I think this is just me not testing recent changes much at all other than through AI Auto Play. (Since I've just given some encouragement to use the untested GitHub version: This particular issue won't cause problems; assertions are disabled in the DLL on GitHub.) It's probably normal that human workers on a route-to mission don't use any pathfinding flag. Hm, I don't actually know where this is set in the code. I guess it's this constructor:Anyway, humans may route through any territory, so not using MOVE_SAFE_TERRITORY is fine. The assertion should probably simply be changed to:Code:CvNetPushMission::CvNetPushMission() : CvMessageData(GAMEMESSAGE_PUSH_MISSION), m_ePlayer(NO_PLAYER), m_iUnitID(-1), m_eMission(NO_MISSION), m_iData1(-1), m_iData2(-1), m_eFlags(NO_MOVEMENT_FLAGS),
FAssert((eFlags & MOVE_SAFE_TERRITORY) || isHuman());
On a side note, MOVE_SAFE_TERRITORY is a misleading name. It means that the unit can't enter foreign territory (not sure right now about vassals); unowned tiles are allowed. BtS uses that for most civilian moves (even for settlers; K-Mod has changed that), and I've tried to make sure that workers use it pretty much always, especially when building roads – because AI roads through human territory can be annoying for the human and harmful for the AI because the human can keep pillaging them causing several AI workers to be fruitlessly occupied. If "safety" were the main point, then I'd argue that foreign territory entered via Open Borders is quite safe (declaring war will bump the unit out).
void CvInitCore::setCiv(PlayerTypes eID, CivilizationTypes eCiv)
{
FAssertBounds(0, MAX_PLAYERS, eID);
/* advc.003w: Guard added (This way, the CvCivilization data is
not even recomputed when reloading from within a game.) */
//doto 115 fix -> added eCiv != NO_CIVILIZATION due to "your details click option before having 1 city
if (m_aeCiv.get(eID) != eCiv && eCiv != NO_CIVILIZATION)
{
m_aeCiv.set(eID, eCiv);
GET_PLAYER(eID).setCivilization(eCiv); // advc.003w
}
}
Can you share this chunk of code. Perhaps I can merge it into CoMNo, I had meant to improve it (and I guess rein it in a little) by preventing resource discoveries on unsuitable terrain. I don't think K-Mod Farms can discover resources; the iDiscoverRand values in Civ4ImprovementInfos.xml are all zero. This could be a simple way to bring a bit of the Columbian exchange into the game – if the can-discover condition were that the player already has access to the resource (through trade or a city). Well, still a pretty poor representation thereof.
//Afforess: check for valid terrains for this bonus before discovering it
if (!canHaveBonus((BonusTypes)iI))
if ((iI == gc.getInfoTypeForString("BONUS_CORN")) ? !canHaveBonus((BonusTypes)iI) : !isPlotGroupConnectedBonus(getOwner(), (BonusTypes)iI))
continue;
aeBestCivic.set(eLoopCivicOption, eNewCivic); // advc.001r
int iTestAnarchy = getCivicAnarchyLength(aeBestCivic);
aeBestCivic.set(eLoopCivicOption, eOtherCivic); // advc.001r
/* using ~30 percent as a rough estimate of revolution cost, and
a low threshold regardless of anarchy just for a bit of inertia.
reduced threshold if we are already going to have a revolution. */
bWillSwitch = true
also gets set). This approach still looks good to me.its ok, im value your opinion a super great deal.sorry if I'm being a little dense here. The function just discussed also only goes through each civic category; well, maybe two or three times, but not once per civic
Just to quickly address this (without having checked out the savegame): Watermills can't be built on river corners nor opposite of each other. I suspect that it's mostly because of the 3D model, but one could come up with further rationales, e.g. a river bend being prone to erosion and therefore undesirable for waterworks. To me, a lot of Watermills in one place would draw attention to Watermill being generally on the wrong scale to act as an alternative to Farm(-land). Or, if the position of the river is not the problem, then maybe some minimal food requirement? Either way, the main issue is probably that the improvement placement rules aren't properly documented. On that subject, I already have this post bookmarked; I mean the list toward the end. I don't think they're exactly the best ways to address all these issues, but certainly useful as a list of (minor) open issues in help text and Civilopedia. Doubtful that I'll find the time.Is it normal i mean that on example 44 screenshots, i cannot build a watermill on this tile, but there is a river nearby.
Doesn't the fresh water come from the river?