[BtS] JRouteNative: Restricted Movement

It is not exactly related to roads, but another movement related thing which is bugging me is use of techs or promotions to allow passing a feature type. Discussion in this thread. The game provides FeaturePassableTechs, but it must be used with FeatureImpassables, and units with FeatureImpassables are disqualified from ever exploring. IMHO this makes it unusable.

Would you have any interest in a standalone FeatureRequiredPromotion (preferred) or FeatureRequiredTech tag, applied to the feature object? It's only 10 lines of python but it makes the turn update 5x slower :-(
 
Don't know, anybody got a link to that mod?

EDIT: Nevermind, found it.

I haven't looked at the code to see if we implement it differently, but the effect of the mods are the same. His seems to not have been updated to BtS 3.17 and includes Bhruic's Unofficial Patch mod.

Zebra 9 also has a Python mod that accomplishes the same effect.

I have to use my phone to make some calls, but when I get back online I'll upload the mod and the sources.

Yea, I haven't gotten around to updating it to the 3.17 patch yet. I've been considering putting all my small modcomps (including one or two I never released) into 1 updated mod component.

But, my name for the mod is still cooler. :p
 
Ok, I've looked into this a little.

I think I have figured out how to implement what you are suggesting.

I'm planning a new tag like this..
Code:
<SubstituteRoutes>
	<SubstituteRoute>
		<RouteType>ROUTE_RAILROAD</RouteType>
		<SubstituteRouteType>ROUTE_ROAD</SubstituteRouteType>
	</SubstituteRoute>
</SubstituteRoutes>
..and then units with this tag set would move at Road rate on Railroads.

I'm also planning another tag..
Code:
<IgnoreRoutes>
	<IgnoreRoute>
		<RouteType>ROUTE_RAILROAD</RouteType>
		<bIgnoreRoute>1</bIgnoreRoute>
	</IgnoreRoute>
</IgnoreRoutes>
..that will cause the unit to get no movement bonus from the tagged Routes.

I am finishing up another modcomp at the moment and will see if I can get to this some time this weekend. :king:



Is IgnoreRoute really necessary? Couldn't you just use <SubstituteRouteType>NONE</SubstituteRouteType> for the same effect, with fewer new tags?



How about giving untis the ability to use features or terrains as routes? Instead of just giving a unit double movement in Forests (which currently only actually double the moves of 1 move units) you could let a unit use forests as roads. You could also add units that can move quickly over ice (snow) or sowething.

It might also be good if some units only need routes in order to cross over terrains/features which are normally impassible to them.
 
Yea, I haven't gotten around to updating it to the 3.17 patch yet. I've been considering putting all my small modcomps (including one or two I never released) into 1 updated mod component.

But, my name for the mod is still cooler. :p

Nothing like re inventing the wheel, but I preffer to call my RoundRollyThing.. :lol:
 
I'd say great minds think alike. lol


Mine is easier to add to a MOD :p

That they do. Just look at how many Action Button mods there are out there. My last count was around 5. :band:
 
@ jeckel: Bump, sort of. You mentioned you might have some time to look into this; is it still on your radar screen?

The code for this, and a few other things, is written and is compiling.. *checks compiler*.. yea.. and is compliling right now. I'm going to do a little testing and if everything works out I should be releasing it tonight or tomorrow. :king:
 
Is IgnoreRoute really necessary? Couldn't you just use <SubstituteRouteType>NONE</SubstituteRouteType> for the same effect, with fewer new tags?

No because anything other then a valid substituting RouteType would be telling that mod that the substituted RouteType isn't replaced by any other Route and to treat is as its self.

How about giving untis the ability to use features or terrains as routes? Instead of just giving a unit double movement in Forests (which currently only actually double the moves of 1 move units) you could let a unit use forests as roads. You could also add units that can move quickly over ice (snow) or sowething.

Interesting idea, but this would require new tag on the FeatureInfos in addition to the UnitInfos, and I think that would fall outside what I intend for this ModComp.

It might also be good if some units only need routes in order to cross over terrains/features which are normally impassible to them.

This is somthing I have also been thinking about. I think it was Civ2 that had the chariots that could only move through forests if there was a road in the tile, and that is what I am trying to clone with this mod, so I will see what I can come up with for this. :cool:
 
This is somthing I have also been thinking about. I think it was Civ2 that had the chariots that could only move through forests if there was a road in the tile, and that is what I am trying to clone with this mod, so I will see what I can come up with for this. :cool:

Wheeled (or RoundRollyThingied ;) :p) units in Civ III required roads to move through forests, and hills too iirc. It may have been that way in Civ II too.
 
New version and sources upload, first post of the thread updated with more current info about the latest version of the mod.

Basicly I added three new functionalities: RouteImpassable, RouteIgnore, and RouteSubstitute. If the names don't explain enough for ya, the Mod API that is included with the mod explains the new tags in a little more detail.

EDIT: I am looking into cloning the functionality of wheeled units in Civ3 (I get Civ2 and Civ3 confused some times, soooo many hours in both of them :crazyeye: thanx MagisterCultuum ;)) only entering forests if the tile has a road, but if that isn't doable in this mod then this will be the final version.. assuming no glitches pop up *knocks on wood*..
 
Great! I will try it out.

Does anybody know offhand if vanilla animals normally get road/rail movement? If not how is that handled in the game engine? One reason I want this modcomp is because I have railroads on my initial map (postapocalyptic highways) and people complain animals trash their workers from way outside the fog using the highways. Then I would think that every mod would want to have this modcomp and use it to restrict animals from getting rail (possibly road) movement.

Also, I see your zipfile includes bunch of python files, some of which I have already modded. What happens if I just take the schema file and the DLL, and ignore all your pythons? (This will be my first experience with using a non-vanilla DLL.)
 
Great! I will try it out.

Does anybody know offhand if vanilla animals normally get road/rail movement? If not how is that handled in the game engine? One reason I want this modcomp is because I have railroads on my initial map (postapocalyptic highways) and people complain animals trash their workers from way outside the fog using the highways. Then I would think that every mod would want to have this modcomp and use it to restrict animals from getting rail (possibly road) movement.

Also, I see your zipfile includes bunch of python files, some of which I have already modded. What happens if I just take the schema file and the DLL, and ignore all your pythons? (This will be my first experience with using a non-vanilla DLL.)

Hope this will works for ya, and yes, you can ignore the python files when you merge this, they are just for the AIAutoPlay.
 
New version released.

After several days of testing, I have found a single glitch. In CvPlot.cpp and CvUnit.cpp I had inadvertently used getRouteType instead of getRevealedRouteType. Mod and Sources reuploaded with that fixed. :king:
 
This needs to be bumped, or stickied.
 
I take it that when Railroads first appear a Train Unit could be used. It would be interesting for scenarios set in the first half of the 20th Century.
 
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