Sutsuj
Chieftain
- Joined
- Apr 30, 2020
- Messages
- 42
Thanks Ozymandias!This was explores by Colonel Kraken long ago in "2 Types of Farms: Yes, it can be done!" I think you'll find it interested, as it touches upon some of your ideas.
Thanks Ozymandias!This was explores by Colonel Kraken long ago in "2 Types of Farms: Yes, it can be done!" I think you'll find it interested, as it touches upon some of your ideas.
After some more time playing, there are quite a few sounds affected but it seems to be predictable. Hawk.wav is the obvious one as it's inevitable and loud. I also heard it looping a button click, a subtle bump effect, and the palace improvement cheer. One of the songs that play for ancient Rome would also loop a few seconds in, which was repeatable by toggling music off and on. All of the loops seemed to be about 1 second long.I'll have to listen more closely but I thought it could happen to any ambience sfx. If we can replace them with dummy files that's good enough for me. I also get a sharp clicking in low-frequency sounds like unit footsteps, but maybe that's just me.
It would be possible but it's unfortunately a lot more difficult than it ought to be. The issue is that the limitation you're referring to is enforced by some (possibly) redundant logic inside the movement code itself. Basically, the game has some logic to determine whether a move is possible & permitted. That includes a function I've called "confirm_war" which checks if hostile actions or moves are okay, including asking the player if they want to declare war and other things like that. I thought that function would be responsible for limiting attacks against allied HN units, but it turns out it's not. The limitation is due to some additional logic inside the movement code itself which prevents units from moving onto tiles that are occupied by other civs' units, ignoring HN status. It's unfortunately difficult to modify that logic (unlike confirm_war) and I don't want to remove it since I don't know if it's necessary. Anyway, long story short, I'm sure I could manage this with enough effort but it's annoyingly difficult.I don't remember seeing anyone mention this, but would it be possible to allow Hidden Nationality units to attack units within a Locked Alliance? I was toying around with an idea of a "shadow war" between allies and it got me wondering.
Sure. Sometimes I don't bother adding descriptions for config options because I don't think anyone would ever turn them off anyway, and other times I don't do it simply due to laziness. About the ones you mentioned:@Flintlock Would it be possible to get some better descriptions of many of the functions in the config.ini file?
Maybe. The last time I looked at the trade screen code I got the impression that it would be possible to add new kinds of things to trade but I don't remember the details. Making the trade actually happen should be easy since there's one game function that applies each item after a deal is done. It should be simple to modify it to handle new kinds of trades. One difficult part would be figuring out what making peace is worth to the AI. I could probably do that by setting up a trade between the AIs containing only a peace treaty then evaluating what that's worth. The other difficult part(s) would be whatever comes up if I were to actually try to do this, because there's always something.Also, do you think it would be possible to add an engine extension to allow brokering peace as one of the options to the diplomacy screen?
Do you have prevent_autorazing set to true in the config? If so, that stops size 1 cities from being destroyed automatically. If you could post the save file that's crashing, I'll look into it. So far I've fixed every repeatable crash that's been reported to me.Anyone know how to let AI raze cities which have population number = 1 only ??? I think AI not razes such cities. But anyway, game crashes during AI moves and can't find why. Is there some option to see what's wrong??
I'm not sure if this is related to the C3X mod or not, but I just had something really weird happen to me today with the sound effects. And I'm on Windows, too.. But about a third the way through a game I was playing today, the sound effects started becoming very strange. Like the sound of workers walking sounded more like a punching sound effect from a Street Fighter game from the 80s, instead of footsteps. And most of the combat sounds sounded corrupted. In particular, a Knight vs. Longbowman fight, the Longbowman sounded like chipmunks. I've never seen anything like this before. And it wasn't all the sounds in the game either. The ambient sound effects played fine. It was mostly related to unit sounds and combat sounds.After some more time playing, there are quite a few sounds affected but it seems to be predictable. Hawk.wav is the obvious one as it's inevitable and loud. I also heard it looping a button click, a subtle bump effect, and the palace improvement cheer. One of the songs that play for ancient Rome would also loop a few seconds in, which was repeatable by toggling music off and on. All of the loops seemed to be about 1 second long.
I'm curious if anyone else is getting the sharp clicks in most bass sounds. I thought maybe it was a driver issue with a certain frequency range but it also seems to be only specific effects. It happens with footsteps, worker actions, and some vehicle movement, but not when dragging the minimap for example.
I finally got around to creating a little sound test program like I mentioned earlier. It loads sound.dll from the game's folder and uses it to play a wave file, right now hardcoded to Hawk.wav. I haven't tried it out yet on Linux because I'll have to reinstall Wine after changing hard drives a few months ago. The source code is on the C3X GitHub page if you want to play around with it. It'll be interesting to see whether the sound glitches appear in this simple test.After some more time playing, there are quite a few sounds affected but it seems to be predictable. Hawk.wav is the obvious one as it's inevitable and loud. I also heard it looping a button click, a subtle bump effect, and the palace improvement cheer. One of the songs that play for ancient Rome would also loop a few seconds in, which was repeatable by toggling music off and on. All of the loops seemed to be about 1 second long.
I'm curious if anyone else is getting the sharp clicks in most bass sounds. I thought maybe it was a driver issue with a certain frequency range but it also seems to be only specific effects. It happens with footsteps, worker actions, and some vehicle movement, but not when dragging the minimap for example.
Unfortunately that too would be difficult since the final probabilities for spy missions aren't calculated until the mission is actually performed, at least in most cases, and even worse the logic to compute the probabilities can't be reused by the mod. The way it's all set up is a bit weird. The game computes some sort of base chance ahead of time when a spy mission is configured and then when the mission is performed the actual probabilities for all the possible outcomes are computed based on the base chance. Those actual probabilities may be very different from the base chance, specifically in the case of the propaganda mission, the game doesn't account for city improvements or government until the very end. For other missions the base chance means different things, for example for stealing technologies it's the chance not to fail completely, i.e. if you lose the roll against the base chance you fail to steal the tech and the spy gets caught, but even if you pass that roll there's another roll to determine if you fail to steal the tech but the spy gets away.So, I get it, giving the effect of potential improvements is too difficult. Would it be difficult to give percentages for spy actions?
That's very strange. I highly doubt C3X is responsible since it doesn't touch anything related to audio and barely touches the process of saving games.I tried to isolate the problem. Restarting Conquests didn't fix it. Restarting my PC didn't fix it. Playing a new game or loading an old game made the problem vanish. Restoring the unmodded Civ3Conquests.exe didn't fix it either. It's as though the .sav file itself is corrupted and part of the problem. But I wonder somehow if the C3X mod is responsible.
This would be possible and in fact looks pretty easy. There's a function the game calls to fill in some details for newly created citizens including their nationality. I could intercept that call and swap out the nationality based on whatever.Would it be possible to change the nationality of newly born citizens in a city depending on the nationality of the citizens in that city and the ratio of cultures?
The last thing I wanted to do for R17 was allowing civ and leader names to vary by era. I implemented that for civ names, and it seemed to work, but as I was working on leader names I realized the whole approach was wrong. It wouldn't replace the names everywhere, and the leader names especially would be a problem. So I'm going to have to take a different approach which means ripping up most of what I'd already done. It's not a big deal but it killed my motivation for a while and then I got distracted writing that sound test. So that's why R17 is delayed. I still intend to put out a preview version 3 "soon".Otherwise, how is it going in terms of progress with the things we talked about a few months back? (fighting the 256 building limit, adding the ability to generate resources conditional on government types, unhappy faces, negative culture, and so on)
Do we have anything big to look forward to for R17?
prevent_autorazing = false
prevent_razing_by_players = false
Anyone know how to let AI raze cities which have population number = 1 only ??? I think AI not razes such cities.
Under the standard rules, both the human player and the AI players will auto-raze a city if it is:My settings are
```
prevent_autorazing = false prevent_razing_by_players = false
```
and still this prevents cities of size 1 being not destroyed in any try. Only I can do it myself.