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C3X: EXE Mod including Bug Fixes, Stack Bombard, and Much More Release 24

This would be pretty difficult. The formula for corruption is rather complex and it's computed by one large function in the game, about 350 lines decompiled. If the decorruption effect from buildings were computed by a separate function, I could easily replace it or modify what it returns, but it's computed by a simple for loop in the main function. Modifying loops like that is possible, but it's more involved than modifying function calls. It's tempting to reimplement the whole thing in mode code, that way I could make it completely configurable. The downside is it would be a fair bit of work and I'd have to be careful to make sure my reimplementation computes exactly the same thing.
I understand. Don't worry about it then, sounds like a disproportionate effort. :)
 
A while back, Trade Net X was implemented, which greatly speeds up turn times for the AI players. I think it might be possible to speed up turn times for the human player too, especially during the late game and on larger maps. By tweaking the unit auto-selector.

Let's say you have marched up a large army to attack Constantinople. You want to resolve the siege before doing anything else. So you manually scroll down your long list of units, select your artillery to soften up the defenses first, then the strongest attackers. But every time you move a unit, the auto-selector insists on jumping back to an insignificant Worker on the other side of the map. So you keep on scrolling back the map, and scrolling down the unit list. Which is time consuming and annoying.

So I wonder, would it be possible to make the auto-selector finish all units in the currently selected stack, one type at a time, before moving on to something else?
 
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