Current v1.13 Development Discussion

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Bolivar's Revenge :p
 
Somehow I found buddhism as Greece. And I didn't do for this anything, how is it even possible ;d
Spoiler :
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Nice to see this going on. Can you tell us Leoreth when next "stable" svn is released?
 
You captured a city with Hinduism and built a Hindu Temple before any other civ did. I believe that's what causes Buddhism to be founded.
Exactly, although I should probably modify the holy city algorithm to use cities that actually have Hinduism as possible holy cities.

Nice to see this going on. Can you tell us Leoreth when next "stable" svn is released?
What do you mean by stable? A proper packaged release?

If so, sooner than later. Which doesn't mean "soon" per se, but I don't want a year long interval between releases again. A tentative list of major planned features before next release includes:
- complete stuff related to new GP types including names, graphics and sounds
- optimize memory usage (preventing memory related crashes and improving overall performace, particularly in the late game) by using the memory paging method from C2C
- change religion founding and spread
- humanitarian victory, multilateral diplomacy, global warming, space victory overhaul (see dedicated thread)

That's probably in order. Minor stuff is always likely to get in the way, and actual speed depends on my real life situation and motivation as always :)
 
What do you mean by stable? A proper packaged release?

If so, sooner than later. Which doesn't mean "soon" per se, but I don't want a year long interval between releases again. A tentative list of major planned features before next release includes:
- complete stuff related to new GP types including names, graphics and sounds
- optimize memory usage (preventing memory related crashes and improving overall performace, particularly in the late game) by using the memory paging method from C2C
- change religion founding and spread
- humanitarian victory, multilateral diplomacy, global warming, space victory overhaul (see dedicated thread)

That's probably in order. Minor stuff is always likely to get in the way, and actual speed depends on my real life situation and motivation as always :)

You added super spies and great statemen, also you updated recently a lot of UHV. When new features are included usually they dont fit on first attempt on old system, so what I asked longer version would be: "does ai understand how to use super spies, how much does great statemen affect on game balance and have they caused new bugs and problems?".
 
Obviously, but I can't do much about that except waiting for feedback. So instead of twiddling my thumbs, it makes sense to set an agenda so I can do stuff in the meantime.
 
Exactly, although I should probably modify the holy city algorithm to use cities that actually have Hinduism as possible holy cities.

- optimize memory usage (preventing memory related crashes and improving overall performace, particularly in the late game) by using the memory paging method from C2C

:goodjob::goodjob::goodjob:
 
I can't wait to try that out by the way. I've already looked into C2C's source code and it seems relatively simple, and the potential benefit could be huge.
 
Basically, the current engine renders the entire map and everything on it, then just shows what is on your screen right now. The more there is on the map, especially late in the game, the more memory is consumed.

The paging method from C2C basically only renders what is needed, and keeps a cache of stuff that has recently been displayed (with the oldest entries being thrown out when space is required). This greatly reduces required memory, making the game more performant, at the cost of a slight (reportedly unnoticeable) delay when changing view abruptly.
 
If so, sooner than later. Which doesn't mean "soon" per se, but I don't want a year long interval between releases again. A tentative list of major planned features before next release includes:
- complete stuff related to new GP types including names, graphics and sounds
- optimize memory usage (preventing memory related crashes and improving overall performace, particularly in the late game) by using the memory paging method from C2C
- change religion founding and spread
- humanitarian victory, multilateral diplomacy, global warming, space victory overhaul (see dedicated thread)

That's probably in order. Minor stuff is always likely to get in the way, and actual speed depends on my real life situation and motivation as always :)


This encourages me to make more v1.12 based modmods :P

I love late game overhaul ideas, but still afraid if AIs will not adapted to new game conditions.
 
Space Victory won't be a problem, getting the AI to participate in Humanitarian Victories should be possible. You're that I have to pay attention that the new diplomacy ideas won't become too punitive.
 
Hey Leoreth, wanted to first thank you for your continued work on what is easily my favorite way to kill time, learn geography, and roleplay history.

Also wanted to flag a small issue I keep running into: World Congresses always tell me I'm not important enough to attend, even when I obviously am - and then allow me to vote anyway. Any idea what's up with that?

Also, do you have any thinking on updating how the AI behaves in developing and deploying nuclear weapons?

Thanks again.
 
Thanks, I always like to hear that people enjoy my mod.

I'm aware of this issue with Congresses, I thought I had fixed it once but apparantly I wasn't successful. I'll look into it again.

What exactly do you have in mind regarding nuclear weapons? I'm sure there's room for improvement, but I haven't played the late game for a long time, so I don't have particular experiences with the AI right now.
 
I was thinking a number of things regarding nukes, actually.

Here are the problems as I see them:

1)AI doesn't build ICBMs
2)AI when given ICBMs (through Worldbuilder) will instantly launch them at everything they are at war with, including nothing-states like independent cities in Somalia.
3)AI only builds tactical nuclear weapons and uses them indiscriminately and unstrategically.

Here is a possible solution:

AI builds ICBMs and are programmed to never target independent states or states a certain distance in score from them.
So the most powerful civ will never drop an ICBM on, say, Thailand if Thailand is, like in most games, far behind in score. But they would be programmed to consider it in other cases based on a number of factors including the score of the hostile state relative to their own, diplomatic relations with the hostile state, and whether or not the hostile civ has nuclear weapons (and how many). This would come a little closer to how deterrence and Cold War relations played out.

I would say that as default it would be very rare for a civ to use ICBMs, but that they should stock them in reserve - maybe they could also use them if they are in a"collapsing" state of stability.

What do you think? Those are off the top of my head.
 
Okay that makes sense. I was aware of the AI targeting independent cities indiscriminately.

Seems like it'd make most sense if the AI had a danger threshold before which they would hold off of using nukes, so they'd only use them in losing wars or in retaliation.
 
Yeah, that seems like a simple solution to the problem. It would allow for small skirmishes and would probably simulate the concept of "containment" and "limited wars" pretty well. I'll think more on it but what you're suggesting would be a huge improvement.

Here's another connected thought, and a much bigger project:

Have you given any consideration to creating a world map that starts later than 1700? I'm not sure if it is necessary - I'm only just starting to see 1700 from different civ perspectives - but it might be interesting to create that kind of map if the mod goes in that direction.

Final thing: I'd like to nominate George F. Kennan for an American Great Statesman. Just finished Gaddis' biography on him and Kennan definitely qualifies. =)
 
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