C2C SVN Changelog

7839
Code:
<TEXT>
		<Tag>TXT_KEY_BUILDING_PRETRIBEMAINT</Tag>
		<English>If you want to use Pretribemaint beware:  a third city will incur Maintenance even if the first 2 basically are free.  Also if having more than 2 cities when switching to Chiefdom it'll totally cripple a player.</English>
	</TEXT>
 
SVN7840

  • Fixed a few NIF paths in VokaryaWonders_CIV4ArtDefines_Building.xml
  • Deleted the empty directory Assets/Modules/Vokarya/Wonders
 
SVN7847

It is no longer possible to Split or Merge Animals with UNITCOMBAT_WILD.


This is necessary because one of strategyonly's games showed that the AI Splitted alot units causing the game to reach the unit limit early.
 
SVN7847

It is no longer possible to Split or Merge Animals with UNITCOMBAT_WILD.


This is necessary because one of strategyonly's games showed that the AI Splitted alot units causing the game to reach the unit limit early.

Is there another way we can address this maximum? This may end up being a problem for other AI later in the game in general is what I'm worried about at this point. (And I had intentions for working with splitting and merging wild units eventually...)
 
Is there another way we can address this maximum? This may end up being a problem for other AI later in the game in general is what I'm worried about at this point. (And I had intentions for working with splitting and merging wild units eventually...)

It seems that this is already a problem and i don't even want to think about the situation later in the game.
The change was just to keep them from splitting Animals for now because we can't change the limit and splitting is a very cheap way to get more units.
If you split 1000 units you have 3000 and if you split them again 9000!!!. Splitting should be changed to be less attractive, merging more attractive and there should be a limit.
 
Try to create fresh SVN directory and update.

It wont even let me do a checkout?? Looks like my password got changed??
Yeppers that was it, mine was under 10 characters, so they must have deleted it, not i have to have over 10:cringe:

7848 set back original globaldefines before the mix-up
 
It seems that this is already a problem and i don't even want to think about the situation later in the game.
The change was just to keep them from splitting Animals for now because we can't change the limit and splitting is a very cheap way to get more units.
If you split 1000 units you have 3000 and if you split them again 9000!!!. Splitting should be changed to be less attractive, merging more attractive and there should be a limit.

Or perhaps make it so that the limit simply cannot be exceeded. Keep splitting from happening at the point it would exceed the limit and new units from being built. Then get the AI to recognize the problem once the wall is hit and merge as many units as possible and re-evaluate whether all units are necessary to keep.

Splitting will only take place by the AI in two situations:
1) When 4 units of the same type and size and quality exist at the same plot, 3 will merge and one will split so as to keep the same overall unit count for the sake of stack size counts not requiring any more troops built than normal. It makes the AI work with a basic blended strategy that will keep the player on his toes. Since it keeps the same unit count overall, splitting and merging shouldn't cause any further trouble for unit limits right?

2) When units want to board transports but find they can't but that the transport does have more room, they'll split if it would mean a smaller group could then fit onto the transport. This may be where a problem lurks since it can mean more splitting than merging. However, there's limits to splitting and a stack of smaller unit groups will tend to remerge at least to an extent once they've reached their destination due to #1. This also wouldn't be something a wild animal would ever need to do because why would a wild animal be looking to board a transport?

Point overall here is that 8k troops may be a problematic limitation with or without SM that if we can't change it may mean we might need to build in some controls for the ai to adapt to it.

I'm also all for having you review the AI coding mentioned above to make absolutely certain the behavior would be exactly as expressed. And if you have concepts for improving it I'm all ears. I listed some plans for improvement, reactions to specific situations and such, in the v2 thread for Size Matters as well and that would probably be the appropriate place for further discussion on the matter I suppose.
 
The last time C2C ran into the 8192 unit limit it was because of barbarian/animal spawning. Koshling wrote some code to limit the number of units but I can'T remember if the limit was within the exe or the dll. Maybe some older posts by Koshling explain this. He usually did explain his changes thouroughly.
 
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