Thank you for your great work and happy new year!
Hello again and happy new year to all of you. I've had C3X and Civ in general on the back burner for the past few weeks during the holidays. There is one thing I did though, something I've been wanting to do for a while, and that's run the game with a performance profiler attached to see if it's possible to improve turn times at all. This is a big enough topic that I think it deserves its own thread, and I'll post one soon-ish. But to make a long story short, it actually is possible to further optimize the game, to my surprise. In one case I was able to reduce the turn time very significantly, from ~6 min to 1 min 12 sec, with a relatively simple edit to the code. I don't know how widely applicable that optimization will be, but I'd guess not very. Anyway I'll post all the details soon.
I have two requests:
1. allow road/railroad usage if hostile territory if there is a fortified unit on that tile.
2. make the stacked buttons work in multiplayer. i nearly only play civ3 in MP with friends
That's an interesting idea about letting fortified units unlock access to enemy roads. I imagine it would be extremely powerful when used against the AI. It should be relatively easy to implement, if I ever get around to it. In my experience the movement code is some of the most malleable game logic. About multiplayer, I've had that in the back of my mind for a while now. Since I originally implemented the stack unit actions, I've learned enough about the game code that I now think I could make them work in MP as well. It's good to request things like this since I'm more likely to work on things that I know people actually care about.
A few suggestions and ideas for next patch.
- It would be relatively easy to make the charm flag control PTW-style targeting in addition to the list. That would need to be disabled by default to avoid interfering with mods that use charm for its normal effect. Since it's a small thing, I'll add this to the short list for the next version. By the way, if you have any suggestions for improving error messages, I'd like to hear them. The messages show misspelled unit type names, but for grammatical errors like mismatched quotation marks it's hard to know what to show that would be useful.
- Enabling charm attack via cruise missiles shouldn't be too hard, although after looking at the code to perform cruise missile strikes, I don't immediately see an easy way to modify it to do that.
- The problem with restoring PTW naval behavior is that it might not be present in the program any more. Restoring PTW artillery targeting turned out to be easy because of how the code is structured. (Basically, there's a separate method to damage a city by bombardment and the normal bombard method prioritizes damaging units. So to restore PTW-like targeting the mod only needs to insert a bit of code during bombardment that checks for a city on the target tile and if present rolls a die to call either the city-damaging method or the normal one.) One easy thing I could to do free up naval units from being trapped in escort mode is reduce the escort requirement for naval transports. Right now it's 1-3 units but I could make it always be 1. That might backfire, though, since the units freed from escort duty could wander off and leave the transports vulnerable.
- I could easily replace the cruise missile & tactical nuke AI routines with the artillery routine. Would that improve AI behavior in all cases? Is there any reason not to do that?
- As far as I know the AI never does recon missions. Where a human player would do a recon mission the AI cheats instead. I might be able to make the AI recon a tile before bombing it with a unit capable of stealth attack bombard, but maybe not since the unit AI just isn't set up to coordinate anything.
Hi Flintlock! I'm not sure if anyone has ever brought this up, but do you think it would be easy to have an option to get rid of Civ unit easter eggs for units with the "king" flag?
I'll look into this and the matter of king units defending last for the next version. I expect removing the Easter egg will be easy, not sure about changing the defense priorities.