civ4-advciv-oracle-bug
Warlord
- Joined
- Jan 18, 2025
- Messages
- 197
Hello 
Good to hear that you're enjoying it i mean if i may say.
Interestingly, it seems i am going in the quite opposite direction xd if i may say too, as i have implemented more or less most of what i wanted in advciv-sas as of now (except maybe the future era music, or some feature and tweaks that i'd need to dig into, but otherwise i believe the ai is smart enough and really overall competent xd really but anyways etc in my mod now
)
So i was actually starting to start some new hobby instead xd; as for the ressources that may help you gathering bits from my code, consider the following (maybe slightly outdated but hopefully not too much):
- known issues: https://github.com/wonderingabout/A...es/README_Known_Issues_In_Base_AdvCiv_Civ4.md
- very quick start guide (chatgpt written, more readable perhaps): https://github.com/wonderingabout/A...ME_Very_Quick_Get_Started_Guide_By_ChatGPT.md
- quick guide (maybe refer to this for extra details of same info more or less, but more subjective and less readable xd): https://github.com/wonderingabout/A..._Appendixes/README_Quick_Get_Started_Guide.md
One of my last tasks may be to add some defines, so that say if players want a base advciv feel, they can disable some of the code chunks i added (the relevant ones), like smart buildings, smart military, no production fallback, although i think mine are vastly superior xd, in some cases users may want to default to base advciv, so i'd need to add a toggle for these in defines ideally (but tedious so not sure how far i'd go doing it but hoepfully quite a bit).
As for what may help you, here are the ideas that i think you may want to implement from my mod (i guess stability and bugfixes or conservative tweaks first right? (may be updated later):
- workboat loop fix (very nasty and affecting all civs including i mean not only barbarians but anyways etc)
- no citizen specialist
- possibly also no early specialist tweaks or such as ai is very inefficient and does very bad things with them xd
- settler national unit
- large first city settling window (5 free turns to choose best city i think more or less if i remember it correctly)
- settler founding value and such helper functions as well logic (i removed or rewrote some), read code comments if intelligible and you are patient enough xd hehe thanks althgough may not be too easy but hppefully not too painful or tedious xd but as you prefer i mean as can be hard i mean i guess if i may say
- worker logic (i guess our workers are just much much much smarter and efficient, although sometimes they don't road enough, overall they do very well i guess and just are so much better than base advciv +/- civ4 ones i think you may want to implement these as well (as you prefer for this as well as i changed many places but hopefully not too hard to find xd) (nextcitytoimprove, workermove, bestcitybuild, and related functions i guess)
- i guess the sevopedia reworks xd maybe too if i may say but anyways etc, as my sevopedia is super pretty and informative (if not messy sometimes but anyways etc xd anyways etc), might need minimal DLL changes but otherwise mostly python and compatible with more or less any civ4 mod (they can add their mod specific things like new xml fields or such i guess)
Probably many i am forgetting but hopefully these are a quite good start xd but anyways etc
If you're curious you may want to look into the scripts as well, as i believe they are quite easy to set up (see related documentation or main readme), and showing handicap table for example can be quite nice i think (if you changed some fields i guess you can minimally update the script to support them as well if i am guessing correctly that my script would support these as well with minimal updates xd)
But overall also thanks a lot for your feedback, although i knew my mod achieves quite a lot xd i mean if i may say but anyways etc, it's always good to know (i guess, maybe, in this case i mean but anyways etc) that my mod is useful and fun or something like this or a combination of these or such xd thanks but anyways etc thanks
Also as for integrated ais like cursor or such, i actually never used these, could be fun and interesting xd, although i'd be a bit cautious about ai going all over the place with uneeded extra info unrelated to solving the immediate issue i guess maybe, but i could be mistaken as i never used it as such, just some people mention this and it seems to align with my intuition too i mean if i may say. And also because i more or less finished developping advciv-sas, although it could always be improved, and i could (or not but anyways etc) add some tweaks or defines, but that is not too sure xd, i may or may not but anyways etc

Good to hear that you're enjoying it i mean if i may say.
Interestingly, it seems i am going in the quite opposite direction xd if i may say too, as i have implemented more or less most of what i wanted in advciv-sas as of now (except maybe the future era music, or some feature and tweaks that i'd need to dig into, but otherwise i believe the ai is smart enough and really overall competent xd really but anyways etc in my mod now
)So i was actually starting to start some new hobby instead xd; as for the ressources that may help you gathering bits from my code, consider the following (maybe slightly outdated but hopefully not too much):
- known issues: https://github.com/wonderingabout/A...es/README_Known_Issues_In_Base_AdvCiv_Civ4.md
- very quick start guide (chatgpt written, more readable perhaps): https://github.com/wonderingabout/A...ME_Very_Quick_Get_Started_Guide_By_ChatGPT.md
- quick guide (maybe refer to this for extra details of same info more or less, but more subjective and less readable xd): https://github.com/wonderingabout/A..._Appendixes/README_Quick_Get_Started_Guide.md
One of my last tasks may be to add some defines, so that say if players want a base advciv feel, they can disable some of the code chunks i added (the relevant ones), like smart buildings, smart military, no production fallback, although i think mine are vastly superior xd, in some cases users may want to default to base advciv, so i'd need to add a toggle for these in defines ideally (but tedious so not sure how far i'd go doing it but hoepfully quite a bit).
As for what may help you, here are the ideas that i think you may want to implement from my mod (i guess stability and bugfixes or conservative tweaks first right? (may be updated later):
- workboat loop fix (very nasty and affecting all civs including i mean not only barbarians but anyways etc)
- no citizen specialist
- possibly also no early specialist tweaks or such as ai is very inefficient and does very bad things with them xd
- settler national unit
- large first city settling window (5 free turns to choose best city i think more or less if i remember it correctly)
- settler founding value and such helper functions as well logic (i removed or rewrote some), read code comments if intelligible and you are patient enough xd hehe thanks althgough may not be too easy but hppefully not too painful or tedious xd but as you prefer i mean as can be hard i mean i guess if i may say
- worker logic (i guess our workers are just much much much smarter and efficient, although sometimes they don't road enough, overall they do very well i guess and just are so much better than base advciv +/- civ4 ones i think you may want to implement these as well (as you prefer for this as well as i changed many places but hopefully not too hard to find xd) (nextcitytoimprove, workermove, bestcitybuild, and related functions i guess)
- i guess the sevopedia reworks xd maybe too if i may say but anyways etc, as my sevopedia is super pretty and informative (if not messy sometimes but anyways etc xd anyways etc), might need minimal DLL changes but otherwise mostly python and compatible with more or less any civ4 mod (they can add their mod specific things like new xml fields or such i guess)
Probably many i am forgetting but hopefully these are a quite good start xd but anyways etc
If you're curious you may want to look into the scripts as well, as i believe they are quite easy to set up (see related documentation or main readme), and showing handicap table for example can be quite nice i think (if you changed some fields i guess you can minimally update the script to support them as well if i am guessing correctly that my script would support these as well with minimal updates xd)
But overall also thanks a lot for your feedback, although i knew my mod achieves quite a lot xd i mean if i may say but anyways etc, it's always good to know (i guess, maybe, in this case i mean but anyways etc) that my mod is useful and fun or something like this or a combination of these or such xd thanks but anyways etc thanks

Also as for integrated ais like cursor or such, i actually never used these, could be fun and interesting xd, although i'd be a bit cautious about ai going all over the place with uneeded extra info unrelated to solving the immediate issue i guess maybe, but i could be mistaken as i never used it as such, just some people mention this and it seems to align with my intuition too i mean if i may say. And also because i more or less finished developping advciv-sas, although it could always be improved, and i could (or not but anyways etc) add some tweaks or defines, but that is not too sure xd, i may or may not but anyways etc
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