Yay, finally have access to a working machine after a week or two of freeloading, I can actually continue modding now... after I've caught up on my week or two of missed university work, that is.
Yep - quite a few of your changes have made their way into the CP. I mentioned earlier, but perhaps you missed - if you want to 'join forces' with ilteroi and I (also, tangentially, whoward), on the CP, you'd be more than welcome. Many of the issues you are having with dangerplots are resolved in the CP, for example, and the fewer DLL mods we have floating around, the better. Ideally, all DLL changes for civ 5 will someday end up in one super-DLL.
Hmm, yes, I'm quite curious about what you guys have done, especially seeing as you've had more time to work on the CPP than I have had time to work on AuI in the past few months (this year of uni has been a PITA). In the meantime, I've also been working on a bunch of technical fixes on a branch of NQMod that I set up; since a lot of these fixes affect the multiplayer side of things more than singleplayer side (eg. making barbarians not spawn and move in the same turn against simultaneous mode players), and NQ now plays with NQMod almost exclusively, making these changes to NQMod first would let me test them more easily.
Also, someone pointed me to overflow issues when using mods that increased science costs to more than 6x Standard. By my estimates, overflow happens at around 2^16 beakers, but since 100x the beaker cost is what is actually stored, this would mean overflow happens at around 2^23, which would line up with a 23-bit mantissa of a 32-bit float, even if it is circumstantial evidence (though the fact that overflow in C++ is undefined for signed integers but defined for floats also supports the fact that things muck up because of a float<->integer conversion somewhere). I'm wondering whether switching certain variables to be stored as 64-bit versions would help; it's certainly possible in SQL (use bigint instead of integer for the table storing the values), CvDatabaseUtility seems to have (yet unused) support for __int64, and I'm fairly certain the DLL-Lua interface can also pass on 64-bit integers...
Hey Delnar, any news about version 10? Sounds really exciting especially the AI improvements in multiplayer with diplomacy and war declarations, have really missed this since I switched to using your DLL mod over JDH's Active AI Diplomacy (who needs active AI if they're still stupid? Plus, IDK if it's just me but I could never provoke the AI to declare war even when using the Active AI mod, all other diplomacy options still worked fine).
Either way, huge thanks for this mod as it completely transforms the game, having played 100+ hours with the vanilla AI this is such an improvement. I'm using v9 already in multiplayer together with the non-DLL changes from NQ and it works really well together, just with the usual "Firaxis limitations" of the AI being unable to declare war unless they can set up a war deal with another AI (why, firaxis, why!).
PS. Any way to donate a small amount/steam gift for your fantastic work?
The short version on v10 is that progress has been slow, partly because I'm busier than ever IRL and partly because my planned AI changes for v10 have been the most frustrating thing to both debug and to make sure they work as intended. Quite often, I got so frustrated debugging AI changes that I distracted myself with other technical changes (bugfixes and the like) and patching up holes that I'd left from my previous efforts. Oh well, at least when v10 comes out, people will also be able to enjoy things like observer mode actually letting you view city screens, a hybrid mode that makes the game progress much faster (this was the thing notque was envisioning way back, though implementing it made me have to fix a lot of hidden bugs in Civ5, such as the AIs never actually being able to end their turns), and turn timers being paused when a player is reconnecting in a multiplayer match.
I haven't set up anything for donations, partly because I don't trust Paypal, partly because Civ5 modding is very much a community effort (I've built on top of WHoward's, Gazebo's, Ilteroi's, and Ninakoru's work among others) and getting donations while the people whose work I build on don't would make me feel guilty, and partly because I don't want to unintentionally guilt anyone out of their money. I'd normally be up for commissioned work, but I've got so little time right now that I wouldn't be able to work on anything extra without also sacrificing time that could be spent working on my current endeavors.
I have the mod installed through the Workshop while on a mac. Does this mean I'm only getting the functionality of the Lite version? I definitely see a difference in AI capabilities, particularly with ranges units.
AFAIK, OSX versions of Civ5 cannot make use of the DLLs in DLL mods, so you're almost getting the functionality of the lite version. The reason I say almost is that some of the AI-related XML/SQL changes in the full version are made assuming that the game is running AuI's DLL, while the Lite version makes no such assumption. As a result, you'll probably have a worse experience running the full version of AuI in OSX than running the lite version. Any improvements you see to how the AI handles its ranged units in OSX while running AuI full is likely a placebo: the XML changes should affect what the AI wants to build, but how its units once it has built them is largely unchanged (other than some minor stuff that occurs as a result of my changes to operations' unit makeups).