Hydromancerx
C2C Modder
Updates
- Added 5 new Crimes.
- Applied Disease property to various Science mod buildings.
- Added 5 new Crimes.
- Applied Disease property to various Science mod buildings.
I believe I may have added a modification or two to CvUnitAI::AI_genericUnitValue() as well so that part should make the merge interesting. I had a few values that were generically nearly as important as strength that I felt needed that kind of base consideration. But I don't think it should be too tough to merge in if I'm following you correctly. It was a fairly simple adjustment.@Thunderbrd - the routine that evaluates unit strength in a batlle-context-free manner (CvUnitAI::AI_genericUnitValue()), when assessing the 'strength' for defensive or aggressive purposes is new, and takes account of promotions - it's inner loop (which evaluates a particular promotion) should probably be a common subroutine shared with promotion evaluation code, which I know you are working on. It should also ideally be common with AI_promotionValue() - it's just separated currently because:
i) I didn't want to mess with the promotion evaluation code when I knew you were modifying it
ii) I specifically need the promotion value as a multiplier on base strength, not an arbitrary interger value that can only be used to compare against other promotions. AI_promotionValue() is just this arbitrary integer currently. Ideally it would use (a more fleshed out version of) my new routine to generate its valuation, so that we don't have two independent sets of promotion valuing code longer term.
Note that it WOULD need fleshing out because it doesn't take account of all factors of all promotions yet - just the ones that mattered most for what I was doing.
That would be a good trick, since it's a brand new method I just added!I believe I may have added a modification or two to CvUnitAI::AI_genericUnitValue() as well so that part should make the merge interesting. I had a few values that were generically nearly as important as strength that I felt needed that kind of base consideration. But I don't think it should be too tough to merge in if I'm following you correctly. It was a fairly simple adjustment.
No, just their current ones. When BUILDING new units I (think) the evaluation takes account of the avaliable promotions, but when moving units aroun to respond to defense requests it just looks at the units's current capabilities.What you're talking about is interesting. Does this mean, then that you're having units evaluated somewhat on their potential promotions, even if they aren't promoted yet? I know you were saying something about that in regards to the dog units earlier. I may need to omit any changes there in the merge and just quickly report to you what I was trying to do.
But if I had you do it NOW it would fault out as the tags aren't in place in the svn yet. Kinda a catch 22 situation. I'm sure we'll work it out ok when I get to merging, which will probably be either next weekend or the weekend after for the dll side of things. Still have a few more bits to wrap up here but they are all quite simple... just time consuming.
I also have some ai issues that need a bit stronger coding than I could provide it because it would also have created too great a changes in light of some of your plans. So we're bleeding over each others territories a bit here and we should have a chat soon about how to keep from incidentally stepping on each others toes. I'm not unhappy in any way, of course, with what you've changed. As I said, its a minor overlap anyhow. I'm sorry my delays are holding you up in any way as well.
@DH - Python for civics was done last September: http://forums.civfanatics.com/showpost.php?p=10909992&postcount=594
Sorry I must have missed it. Does it work if more than one civic is changed at a time? You example suggests not. (Edit2: unless you are raising an event for each change)
Edit since Civic is not an object defined in the python elsewhere what are its methods?
Edit3: Looks like I am having a BUG problem with this event, but everything has gone "pear shaped" in my working version, so it is time to step back and go back to the SVN for a new working version.
Updates:
-Increased Unit and Building build times.
By how much and will you be increasing the research times to compensate? As I mentioned elsewhere I thought the build times on both were fine. I managed to build the infrastructure for and build a small army (8 attach, 4 siege and a healer unit + baggage train of (story teller + defender + missionaries + animals).
Changed Rome GG to look at a PRAETORIAN
and deleted duplicate Egyptian GG