C2C SVN Changelog

With all this info your providing, is there anyway you know how to mod??:rolleyes:

You mean like explaining to you how you cannot edit personlisaed names in worldbuilder, when you wrote it was easy to do?.:rolleyes: Or that calcs held in cache dont need to be reculated and therfore cut down on process time for turns?. Or do you perchance refer to my contributions to the Paradox line of games?.


Create Barbs in DLL contained:
pPlot = GC.getMapINLINE().syncRandPlot((RANDPLOT_NOT_VISIB LE_TO_CIV | RANDPLOT_ADJACENT_LAND | RANDPLOT_PASSIBLE), pLoopArea->getID(), GC.getDefineINT("MIN_BARBARIAN_STARTING_DISTANCE") );

So there are unused tags already defined, as well as those used:

RANDPLOT_NOT_CITY
RANDPLOT_NOT_VISIBLE_TO_CIV
RANDPLOT_PASSIBLE
RANDPLOT_ADJACENT_LAND
RANDPLOT_ADJACENT_UNOWNED
RANDPLOT_UNOWNED
RANDPLOT_LAND

In MoM this was used to have easy lvl barbs spawn close to civs borders, the further you went in to the wilderness the harder monsters were to be found as it was there thay spawned, this allowed wilderness to remain harder to tame for longer in the game.
 
You mean like explaining to you how you cannot edit personalized names in worldbuilder, when you wrote it was easy to do?.

Didnt say it was in WB, i just said its possible to change any premade name on a map.:p
 
My point (in my reply to DRJ yesterday) was that animal movement is NOT a major performance factor, so I'm NOT going to put much effort into changing it currently. I MIGHT tweak slightly, but basically it's in a not-broken-dont-fix-it state currently for all intents and purposes (at least perfromance-wise).

@Hanny - The spawns no longer use the original BTS barbarian spawn code at all. There is a much richer replacement system in C2C, which is XML-driven, but said XML doesn't currently have a border-distance modifier. We could pretty easily add one, and do what you suggest, but my personal opinion is that it isn't currently a high enough priority to spend the time there.
 
It does at the moment, because for me at least, I like to take more intelligent healing decisions than the automation would necessarily make. I could ad a global define (say) that would define flags for which conditions it considers to be requirign of interaction (then you could just turn off the flag for attacks if thats what you want)...?

Usually they just sentry heal or at least u can add the sentry heal thing in the BUG.
I just find in prehistoric anyway, that you get attacked pretty much every turn, and your option was to improve prehistoric i thought but up to you, not a big deal mate.

Oh btw do you recommend having use AI pathing on or off?
 
Didnt say it was in WB, i just said its possible to change any premade name on a map.:p


Post 270
http://forums.civfanatics.com/showthread.php?p=11363192#post11363192
Originally Posted by Hanny
The personalized names is pulled at random and overlaid on the map, and then cannot be edited in worldbuilder ( unless you wipe the entire entry for the tile) , so a clean map is needed with that option turned off, so id have to back track to the very start, as i always play with it on

Your comment was:
that is completely wrong, i started off doing maps from scratch, and is really easy as pie.

See also post 272, which explain you had to prepare a hand written list of 000s of locations and then edit each one in notepad.

@Hanny - The spawns no longer use the original BTS barbarian spawn code at all. There is a much richer replacement system in C2C, which is XML-driven, but said XML doesn't currently have a border-distance modifier. We could pretty easily add one, and do what you suggest, but my personal opinion is that it isn't currently a high enough priority to spend the time there.

Yes i know, i meerly pointed out one way to achive it, if its was required, ( i was suprised at your finding given that the sea is full of marine life in very short order in V22, and becomes static as every tile is full of marine life so that might acount for it) and agree yours and Ai Andy time is better spent on other aspects, frankly i dont see how you two achive so much and hold down a job.:eek:
 
Usually they just sentry heal or at least u can add the sentry heal thing in the BUG.
I just find in prehistoric anyway, that you get attacked pretty much every turn, and your option was to improve prehistoric i thought but up to you, not a big deal mate.

Oh btw do you recommend having use AI pathing on or off?

Sentry heal is often not the best course of action -its often better to sek a safer spot first (and I like to mico-manage ;)). The thing I really added it for was situations where you have nothing going on pretty much most turns - my GEM game is like that - I get to do something maybe about once in 10 turns currently. I've seen 5 animals in about 600 turns. However, I AM playing as England which is a VERY small landmass so that biases things a bit.

I'm happy to modify it (or at least provide modifying global defines) to suit other peoples' needs too - just let me know what you want.

On AI pathing - it's more a play-testing thing. It's totally up to you whether you choose to use it or not (I do, but that's largely for play-test reasons). You should be aware that it won't always give you the SHORTEST route, it will give you what it considers the BEST route, which also takes account of ending turns in good defensive terrain, avoiding adjacency to large enemy stacks or cities, and so on.
 

My point "exactly.":crazyeye: I looked at the post and never even mentioned WB??

All you need to do, if your going to do something like change the name of a "place" in the very beginning of your game, before turn 1, is NOW go into the WB and save it, then edit the WB saved (which ever name you have named it) with Notepad or such, and go to the very bottom of the page (map) and start changing the names to what you want, its as simple as that, but you need to know what the X & Y are first. There NOW i mentioned the WB:p
 
Thx for the clarification. I nearly thought I was hallucinating about the barbs being tied to tech/era in vanilla^^ So there can't be a modification of the original animal code in regard to set a 'no value' of the turn when they are not to be spawned anymore by original code?

And what about a triggering quest/event tech for animal spawn is that an option for later maybe? But I should be happy - 5000 BC is better than 12000 BC and will surely save some playtime on GEM or other huge maps, thx!!!



Get well soon!

But remember: he who is partying hard has also be able to work hard right after (at least that's what old people here in Germany tended to tell me when I was young and wild and not yet 30ish and totally adepted to capitalistic societies rules :rolleyes:

Ok who am I kidding^^ :smoke:[party]:band::dance::banana::cheers:

As we have seen it is almost always possible to mod stuff. It is just not necessarily as easy as it seems even when you get someone enthusiastic enough to consider doing it and adding it to their list of stuff to do.
 
As we have seen it is almost always possible to mod stuff. It is just not necessarily as easy as it seems even when you get someone enthusiastic enough to consider doing it and adding it to their list of stuff to do.

True, how "True.";)
 
Something of a breakthrough day today :)

While analysing early game turn times, it finally became apparent that only about 30% of the time was spent in the DLL AT ALL! I am unsure excatly what the game engine does the rest of the time but I suspect it's procesing (or deciding not to process slowly) animations and so on for off-screen units/tiles.

Following on from a direction Karadoc proposed some time ago (but applied a bit more radically!), I have now added another BUG option to the BUG general tab. This is '', and its effect is to squeeze all the AI turns (with some exceptions for handling combat with the human player) into a single turn-slice. This means that everything gets processed in one big chunk, before the DLL returns to the game engine at all, so it only gets to do it's thumb-twiddling once per turn. For me this makes (early game, GEM) turns go well over twice as fast. The downside is lack of animations while the AI turn is going on, and general graphical unresponsiveness during that time (but it'll be the same as usual during your own turn, which is when it matters really).

Because this is somewhat experimental I made it an option (also might not work right with PBEM/hotseat games, if anyone does that).

Also fixed a bug with the auto-complete-decisionless-turns option that wasn't handling automated units correctly.
 
Great find! :clap::worship::thumbsup:

Downloading the new SVN immediately^^
 
Sentry heal is often not the best course of action -its often better to sek a safer spot first (and I like to mico-manage ;)). The thing I really added it for was situations where you have nothing going on pretty much most turns - my GEM game is like that - I get to do something maybe about once in 10 turns currently. I've seen 5 animals in about 600 turns. However, I AM playing as England which is a VERY small landmass so that biases things a bit.

I'm happy to modify it (or at least provide modifying global defines) to suit other peoples' needs too - just let me know what you want.

On AI pathing - it's more a play-testing thing. It's totally up to you whether you choose to use it or not (I do, but that's largely for play-test reasons). You should be aware that it won't always give you the SHORTEST route, it will give you what it considers the BEST route, which also takes account of ending turns in good defensive terrain, avoiding adjacency to large enemy stacks or cities, and so on.

I noticed with it ON sometimes, it will suggest these really strange paths like nearly backwards to where I want to go, then i think to myself WTH no way thats stupid, so i continue to move forward and BAM cave bear + Neanderthal hiding under the fog, damn AI and there hax :lol:

good job on doubling 'waiting for dumb ai' koshling :goodjob: halving i mean :mischief:
 
It's Sephi, not Stephi, that's running MoM.

The wilderness levels he has set up have to do with starting locations and distance from those. Doesn't matter if you push your borders by expanding as the wilderness level is set at game start and doesn't change. The only thing that can stop animals/beasties from spawning on higher wilderness areas is if you expand your culture enough to stop all possible spawn points.

This system is great when you have a fantasy setting but I don't think it really applies to C2C. You could find dangerous animals equally easy near settled areas as far from settled areas. Humans interacting violently with animals and making them wary of us and our eradication of species is basically all that has made animals less of a threat today, and that's not quite true for all parts of the world.

From MoM's site:
Sephi said:
Barbarians and Wilderness
A Wilderness mechanic is added that regulates what kind of creatures you will meet. At the moment time limits the spawning of creatures (many will only spawn later in the game), in 1.3 spawning of creatures is limited by space. Near your starting point you will only meet goblins, skeletons and other easy prey, but the further you go out into the world, the more dangerous creatures you will encounter. Acheron for example will now spawn in places with a high wilderness level and roam freely, but is limited to places with a high wilderness level, so you won't see him anywhere near your starting location ever. Same rules are applied for AI starting locations.
Barbarian Lairs have less defenders and from time to time groups of Barbarians spawn that will perform some missions. Goblins try to pillage stuff, but quickly run from danger, Orcs try to raze your cities, no matter how heavily defended they might be, Necromancers travel with some skeletons as protection and perform dark rituals in your lands if you don't stop them, etc.
Animals are less of a threat now. They are at peace with barbarians now and there aren't any animal lairs anymore.

Many resources are also placed only in regions with a specific wilderness level. For example you won't be able to find mithril next to your starting city, you will have to travel to dangerous places to mine some.

Wave
 
I noticed with it ON sometimes, it will suggest these really strange paths like nearly backwards to where I want to go, then i think to myself WTH no way thats stupid, so i continue to move forward and BAM cave bear + Neanderthal hiding under the fog, damn AI and there hax :lol:

good job on doubling 'waiting for dumb ai' koshling :goodjob: halving i mean :mischief:

If it's not visible it shouldn't adjust the path for it, so what you are describing would be a bug (unintended cheat). Next time you see a 'WTH path' make a save and let me know please ;-)
 
Fixed what I believe to have been a bug with city growth. In my GEM game my capital has enough food to grow but wasn't doing so (from 5 to 6 which is rather important). On investigation it turns out that if you have unhappy people the AI turns off growth, which is fine when the city production is automated (governor running it), or is an AI city, but just seems like a bug to me for a non-automated human city.

I have changed it so that in the non-automated case it'll grow normally (and obviously give you an extra unhappy person to cope with, but it's your choice if you wish to micro-manage or not)

Also tweaked the pillage AI slightly (mostly for performance, but one (minor) functional aspect also)
 
Something of a breakthrough day today :)

While analysing early game turn times, it finally became apparent that only about 30% of the time was spent in the DLL AT ALL! I am unsure excatly what the game engine does the rest of the time but I suspect it's procesing (or deciding not to process slowly) animations and so on for off-screen units/tiles.

Following on from a direction Karadoc proposed some time ago (but applied a bit more radically!), I have now added another BUG option to the BUG general tab. This is '', and its effect is to squeeze all the AI turns (with some exceptions for handling combat with the human player) into a single turn-slice. This means that everything gets processed in one big chunk, before the DLL returns to the game engine at all, so it only gets to do it's thumb-twiddling once per turn. For me this makes (early game, GEM) turns go well over twice as fast. The downside is lack of animations while the AI turn is going on, and general graphical unresponsiveness during that time (but it'll be the same as usual during your own turn, which is when it matters really).

Because this is somewhat experimental I made it an option (also might not work right with PBEM/hotseat games, if anyone does that).
I think the main use of the time slices besides leaving some room for animations is to spread out both AI calculations and unit movement over some time in simultanuous turn mode.
So I think it would be good to ignore that option in simultanuous mode. Otherwise people might accidently switch that option on on one computer and not on the other and cause an OoS (unless, that is, you have synced the option setting itself).
 
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