charlesb96
King
Which Civics are supposed to give fixed borders?
Guys I would humbly suggest to remove or at least lower purely defensive units (town watchmen etc.) because AI cant use them properly. I saw many times how AI built most of its army of this kind of units and them send them to offensive. In most of games, I see this scenario. AI march towards enemy city, half of its army are units specialized in city defense.. They come there, AI counts odds(If I understand this right... I don't actually know on what ground it decides whether to attack or not), figures out that the city can not be taken, so it circles around a few dozens of turns and then return. In the meantime of this useless and expensive campaign I evolve, settle new cities and usually before middle ages there is no one able to match me and before renaissance I can actually conquer or raze all the discovered world(if I want to). I think there is still much work needed to be done on AI campaigns cause it just conquer too few cities and build useless units most of the time instead of conquering, settling and developing cities. I know its not easy to set this right in a complex mod like this, but if AI can do it right in vanilla civ, it should do it here too.
I believe this has already been fixed. Can you clarify whether you observed this in v25 or with the SVN recently?
i believe this has already been fixed. Can you clarify whether you observed this in v25 or with the svn recently?
Hello,
I had in mind to incorporate many of the the features of the Genetic Era Mod into this mod. I have already begun converting the regular SDK to accept those features. However, as I have began playing this mod this weekend, I noticed that several of those features have already been included such as undersea tunnels.
As such, there are only a few things to do:
Underwater cities
Graded Invisibility/Vision improvements (do these already exist?)
A slight modification to all-terrain-vehicles
Infrastructure/Metropolitan mod (from Genetic Era Mod).
PLUS... you have already done the groundwork for something else I wanted to add: A realistic map generator that simulates both plate tectonics (continental "drift") AND the Koppen Climate Classification system based on resulting geography. Your wide variety of terrains and features make this much easier to do since the vegetation, features and terrains that result already exist. The final step is the actual simulator and some ocean floor features (if possible).
Five questions:
1. Any thoughts?
2. Where can I get your version of the SDK so I can begin?
3. Has anyone made a "Mountain Range/Mini mountain" terrain? More like the original mountains but with less height? (as opposed to individual peaks)
4. It would be nice if "river" graphics could be recolored and duplicated for a different feature altogether: Rift valleys (in the ocean).
5. Based on 4 above, has anyone toyed with features that become visible with techs? I made a basic attempt a while ago in BtS but wasn't able to get it to work. They could still be seen prior to discovering the tech.
I have some plans to address the issues DH mentioned on these. Should be working on them rather soon actually.Hello,
I had in mind to incorporate many of the the features of the Genetic Era Mod into this mod. I have already begun converting the regular SDK to accept those features. However, as I have began playing this mod this weekend, I noticed that several of those features have already been included such as undersea tunnels.
I have written up a full plan to develop this out. I had intended it to be my next project but I've had a lot of other things come up since working on my current Combat Mod that are probably going to take precedence over this one. So if you would like, I could share with you my thoughts and we can maybe work out finer details of the plan together.Graded Invisibility/Vision improvements (do these already exist?)
Would be interested to hear more on what you want to do with this.A slight modification to all-terrain-vehicles
Genetic Era mod is a Warlords mod right? That'd make it a bit difficult for me to try it to see what you're getting at here, so I'd like to hear what this entails. (Sounds good at first glance anyhowInfrastructure/Metropolitan mod (from Genetic Era Mod).
AIAndy was the goto guy for these issues and may have some ideas there. I don't know how much he was planning to commit to this project but I can say we all want this kind of stuff in place, especially including a lot of earth changes in the early stage of the game. We have a bug with trade routes that makes some of it difficult but I don't think we can't work that out either. So... yeah, this has been high on the wants list among C2C players.PLUS... you have already done the groundwork for something else I wanted to add: A realistic map generator that simulates both plate tectonics (continental "drift") AND the Koppen Climate Classification system based on resulting geography. Your wide variety of terrains and features make this much easier to do since the vegetation, features and terrains that result already exist. The final step is the actual simulator and some ocean floor features (if possible).
Talk to Koshling to see if you can get a modders SVN access. If you have experience, a willingness to help, and the courtesy to be a good team player, I'm sure we're more than happy to add you to the team! (Coders are always in high demand!)2. Where can I get your version of the SDK so I can begin?
Ridges, eh? That'd be a neat idea.3. Has anyone made a "Mountain Range/Mini mountain" terrain? More like the original mountains but with less height? (as opposed to individual peaks)
Recently a modder on the CivFan site here developed a River mod where the rivers were in the center of tiles and boats could traverse them. We went gaga wanting it in our mod so I'd say we should hold off on river graphic changes until we get that in somehow. Another of our many future projects we all want to see come to fruition4. It would be nice if "river" graphics could be recolored and duplicated for a different feature altogether: Rift valleys (in the ocean).
Again... a part of the plan I mentioned but something I don't know when I'd be working on and if you want to meld efforts in this dept I'd be more than happy to work with you here. As I've been working on my current projects I've been taking note as to how invisibility is worked into the mod already and I have realized it's an area that could present some difficulty as invisibility reports to the exe core and some of its processing takes place there. One thing that bugs me about this is units are either invisible or not - if seen they are visible to all units that belong to the owner of the unit that can see them... I was hoping to change that part but I guess its not 100% necessary to do so.5. Based on 4 above, has anyone toyed with features that become visible with techs? I made a basic attempt a while ago in BtS but wasn't able to get it to work. They could still be seen prior to discovering the tech.
Hello,
I had in mind to incorporate many of the the features of the Genetic Era Mod into this mod. I have already begun converting the regular SDK to accept those features. However, as I have began playing this mod this weekend, I noticed that several of those features have already been included such as undersea tunnels.
As such, there are only a few things to do:
Underwater cities
Graded Invisibility/Vision improvements (do these already exist?)
A slight modification to all-terrain-vehicles
Infrastructure/Metropolitan mod (from Genetic Era Mod).
PLUS... you have already done the groundwork for something else I wanted to add: A realistic map generator that simulates both plate tectonics (continental "drift") AND the Koppen Climate Classification system based on resulting geography. Your wide variety of terrains and features make this much easier to do since the vegetation, features and terrains that result already exist. The final step is the actual simulator and some ocean floor features (if possible).
Five questions:
1. Any thoughts?
2. Where can I get your version of the SDK so I can begin?
3. Has anyone made a "Mountain Range/Mini mountain" terrain? More like the original mountains but with less height? (as opposed to individual peaks)
4. It would be nice if "river" graphics could be recolored and duplicated for a different feature altogether: Rift valleys (in the ocean).
5. Based on 4 above, has anyone toyed with features that become visible with techs? I made a basic attempt a while ago in BtS but wasn't able to get it to work. They could still be seen prior to discovering the tech.
How would people feel if we implemented an automatic rule (in the DLL) whereby if you require building X and have instead any building that replaces building X then that is sufficient to enable the building you want to build?
ls612 said:1a. Underwater Cities would be a very large change from a code perspective, and considering that Thunderbrd is adding his major Unit changes AND we would like to get working on multi-maps 'soon', that may cause merge issues.
Dancing Koskuld said:Undersea cities have problems also
- they are on the surface and land as far as attack etc is concerned. *Calvery can attack them from surface transport vessels.
- they look like they are on the surface (we have the same problem with sea resources like vents and the like)
Thunderbrd said:I've been taking note as to how invisibility is worked into the mod already and I have realized it's an area that could present some difficulty as invisibility reports to the exe core and some of its processing takes place there.
Thunderbrd said:Would be interested to hear more on what you want to do with this.
In the next day or two I'll dig out the plans I had for the visibility mod and share them with you. I have a feeling it'll be pretty similar to what you have in mind already.Again, I have posted a new discussion thread to communicate regarding features and implementation. Please see this thread for posting your plans/ideas/comments and I will do the same. Again, this is a fully functioning mod within the Genetic Era Mod for Warlords (although again, the AI could use some work). I will present what I created in the first two posts of the new thread.
That's perfect for C2C I think. The town improvement line could use some improvement and I can see some additional uses for building Infrastructure and how that would play into some ideas I have for a mod down the road.This was a fairly simple mod that was added to GEM. It was composed of three simple parts (although the AI would have added a fourth one not so simple. See below):
1. The addition of the suburb and the "metropolitan area" to the end of the cottage, hamlet, village etc.... improvement chain.
2. The addition of the graphics associated with the above.
3. A new process called "Infrastructure" Just like the existing processes allowed the building of gold, science, etc... within a city, the Infrastructure process applied city work to speeding up the rate at which this progression occurred. Thus, by building "Infrastructure" in a town, I could cut the time to build my next upgrade to one half or more. I think it went down to a quarter or so with enough money.
NOTE: This GEM process was only usable by human players. The logic and conditions under which the AI should use this process were rather fuzzy so I left the AI alone, never getting around to creating one.
The SDK for BtS simply does not handle the bCanMoveAllTerrain like it should. As I was merging the code to the standard BtS SDK, I found places where it should have been used and it wasn't.
I felt the simplest solution was to keep my merged changes (since I was already nearly finished by the time I discovered this tag... Units is near the end of the classes when going alphabetically) so that one could use either method. Honestly, I prefer the DOMAIN_ALL tag.
A side note regarding multi-maps... I have mixed feelings regarding such a feature. Whereas underwater cities are not as large of a change from a coding perspective as they might seem, switching out maps mid game, the graphics implications, and the GUI implementation required to do such a feat really is. Plus you have to write a whole new AI class for the behavior. I was very surprised to see it as a feature at all. We considered doing this in the GEM and decided against it in favor of more practical changes first.
1. No need to worry about that. GEM has code which prevents this. It could have a few issues but I don't remember ever seeing it happen. Same goes for undersea tunnels. The only time undersea tunnels were attacked from above was when they were pillaged. Which makes sense...and should be allowed.
2. This is probably going to be an issue (the ONLY issue I can foresee). There probably isn't much room between the "ground" later in the ocean and the "surface" later that provides the waves. The only solution I can see at the moment (besides making all the structures extremely flat) is removing the surface wave animation from the plot (if that is possible). It WOULD be nice if we could make a deeper ocean floor using modified graphics but I am not certain how feasible this is.