I happened to spot that unit combat branch on GitHub this afternoon. Definitely an exciting feature, although I only glanced over it at the highest level since I was mainly there to make sure my code was separated into different PRs by what it did, which it wasn't yet at the time. That will complement the basic opponent work nicely, since one of the big problems with the basic opponent work is the AI rapidly fills the map with Warriors (and a few Chariots). Cheap units + lots of cities + no combat = pretty soon every tile has units on it.
Yeah, I agree, "distanceTo" works well there. I tend to err on the side of adding to much detail than too little, but it's quite clear what it's referring to there from the parameters.
I agree re: Babylon; what is open as a PR plus perhaps wrapping up a small amount of in-progress stuff is definitely enough for a release. The "other in-progress stuff" being:
- Flintlock's combat work
- My first step of Rivers work, which is pretty much ready for a PR
- I have one more iteration of AI improvements on top of the one already out there. Was thinking of adding one more commit to it (to fix the AI not being able to walk around water when the fastest-route-as-the-raven-flies route is across water), but that's not critical.
- If there's time, I'll wire up Load Scenario to default to BIQs, but that's not critical.
Map visibility, I was starting to think about it with the Settler AI and Explorer AI, it could be useful to have that feature so the AI would only work based on what it knows about tiles (I'm pretty sure from what I've read that the Civ AI always uses full knowledge of the map, but with some improvements to the Explorer AI, the Settler AI could rely only on what the AI knows, and we could have the AI play on equal footing form a tile-visibility standpoint). And of course that would add one of the 4X's.
But I agree that we should not wait on that to make a release. We've added a lot of visible progress since Aztec, and map visibility is not going to be quick like wiring up Load Scenario would be.
Prototype mods I also agree, that's a big chunk which could lead to a lot of discussions. I'd probably kick that down past the following release as well, unless someone has the enthusiasm to chase it. I think we'd get better value, and bring the project closer to long-term viability, by adding in more mechanics first.
Yeah, I agree, "distanceTo" works well there. I tend to err on the side of adding to much detail than too little, but it's quite clear what it's referring to there from the parameters.
I agree re: Babylon; what is open as a PR plus perhaps wrapping up a small amount of in-progress stuff is definitely enough for a release. The "other in-progress stuff" being:
- Flintlock's combat work
- My first step of Rivers work, which is pretty much ready for a PR
- I have one more iteration of AI improvements on top of the one already out there. Was thinking of adding one more commit to it (to fix the AI not being able to walk around water when the fastest-route-as-the-raven-flies route is across water), but that's not critical.
- If there's time, I'll wire up Load Scenario to default to BIQs, but that's not critical.
Map visibility, I was starting to think about it with the Settler AI and Explorer AI, it could be useful to have that feature so the AI would only work based on what it knows about tiles (I'm pretty sure from what I've read that the Civ AI always uses full knowledge of the map, but with some improvements to the Explorer AI, the Settler AI could rely only on what the AI knows, and we could have the AI play on equal footing form a tile-visibility standpoint). And of course that would add one of the 4X's.
But I agree that we should not wait on that to make a release. We've added a lot of visible progress since Aztec, and map visibility is not going to be quick like wiring up Load Scenario would be.
Prototype mods I also agree, that's a big chunk which could lead to a lot of discussions. I'd probably kick that down past the following release as well, unless someone has the enthusiasm to chase it. I think we'd get better value, and bring the project closer to long-term viability, by adding in more mechanics first.