DLL - Various Mod Components

Units in "DOMAIN_AIR" can stack unlimited.
So is there any way to make units in other Domains (such as in "DOMAIN_HOVER") stack unlimited?
I found that if change a unit's Domain from "DOMAIN_AIR" into "DOMAIN_HOVER" (I want to make a unit like an artificial satellite), it's stacking limits is same to the land units'. I want to make them become different. :crazyeye:
 
Sorry for bothering you again.
I found that in dll version 84, the units which have the promotion <HPHealedIfDestoryEnemy/> will not be healed after destroying an enemy.
(It may due to the command : <HealIfDestoryExcludesBarbarians>true</HealIfDestoryExcludesBarbarians>)
Thanks for your time and looking forward to your reply.

Regards,
Tianshu Cong
 
Units in "DOMAIN_AIR" can stack unlimited.
So is there any way to make units in other Domains (such as in "DOMAIN_HOVER") stack unlimited?
I found that if change a unit's Domain from "DOMAIN_AIR" into "DOMAIN_HOVER" (I want to make a unit like an artificial satellite), it's stacking limits is same to the land units'. I want to make them become different. :crazyeye:

Does DOMAIN_HOVER exist?
 
Does DOMAIN_HOVER exist?
Yes indeed. I think it was only used in the Steampunk scenario, though, for UNIT_AIRSHIP and UNIT_SKY_FORTRESS. I've never played around with how this makes the units act.
 
V85 uploaded to web-site and GitHub

  • AI - No Zero Value Trade Items - stops the AI adding zero-value items (eg horses late-game) to trade offers
  • AI - Smart V3 - all Smart AI V3 features. Unlike the previous merge, this is "all or nothing"
  • UI - Diary - minor update to include multiple trade deals with the same civ on a single line (de-clutters all those one horse/iron for two gold deals)
  • UI - Unit List Enhancements - adds a column to indicate which units can be upgraded and for how much. If DLL -VMC is enabled, units can be upgraded by clicking the cost indicator
 
Units in "DOMAIN_AIR" can stack unlimited.
Not true. They are limited to BASE_CITY_AIR_STACKING(6) units in a city (plus AirModifier(4) with an Airport) and by the capacity of Carriers (base 2 plus promotions)

So is there any way to make units in other Domains (such as in "DOMAIN_HOVER") stack unlimited?
Not easily (see below)

I need the "Hover" units to be stacked unlimited but not to break the stacking rules of land & sea units.

I think it was only used in the Steampunk scenario, though, for UNIT_AIRSHIP and UNIT_SKY_FORTRESS. I've never played around with how this makes the units act.

DOMAIN_HOVER is a hack - it basically doesn't exist. If a unit with that domain is over land, the game core is fooled into thinking it's a DOMAIN_LAND type unit, if it's over water, the game core is tricked into thinking it's a DOMAIN_SEA type unit.
 
Can you upload files you used to make your lua API reference?
They were produced from a combination of Notepad++ macros and global search-and-replace operations, so no
I want to do the same thing with your dll.
Search CvLua*.h for LUAAPIEXTN. The first parameter is the method name, the second the return type, any others are the parameters to the method
In files from lua API reference there are lines tagged <bug>. Are those bugs fixed in your dll?
ChangeVisibilityCount is fixed

SetHasTech, CalculateImprovementYieldChange, ChangeJONSCulturePerTurnFromReligion, ChangeFaithPerTurnFromReligion and GetOrderFromQueue could be fixed (and I'll add them to the list of things to do)

The others can't, as doing so would break the game core .lua files
 
Oh wow, I didn't expect an update so soon, and it's a very good one!

Does the integration of Smart AI v3 mean that the AI can purchase units (with the purchasableOnly-flag) now?
 
Does the integration of Smart AI v3 mean that the AI can purchase units (with the purchasableOnly-flag) now?

If the source code linked from here does, then yes.

I just did the merge, didn't really pay that much attention to what's in there :mischief:
 
I see! I couldn't find a hint about purchasing units in the thread you just linked, that's why a asked.

@qqqbbb:

How did you verify this behavior in the previous versions and could you do that again with v85 please? :D
 
William, there is a bug with SetFeatureType method. When you use it to place a feature (that does not affect yields) on a hill, the yields will be as if the plot was not a hill. So if you place such a feature on grassland hill, the yields will be +2 food, +0 production. Can this be fixed?
And I have a little request: do not allow units to pillage improvements that have negative PillageGold value.

@qqqbbb:
How did you verify this behavior in the previous versions and could you do that again with v85 please? :D
AI still does not buy units. How I tested it:
1. SQL code:
Code:
UPDATE Units SET PurchaseOnly = 1;
UPDATE CustomModOptions SET Value = 1 WHERE Name IS 'AI_SMART_V3';
2. Use lua or IGE to give an AI player money to buy units.
3. Declare war on the AI player and surround its city with your units.
 
And I have a little request: do not allow units to pillage improvements that have negative PillageGold value.

Sounds like an event to me ;)
 
there is a bug with SetFeatureType method. When you use it to place a feature (that does not affect yields) on a hill, the yields will be as if the plot was not a hill. So if you place such a feature on grassland hill, the yields will be +2 food, +0 production.

Sounds more like a misunderstanding than a bug. Yield changes are cumulative, not exclusive. So a feature on a hill by a river gets the yields specified in Feature_YieldChanges AND Feature_RiverYieldChanges AND Feature_HillsYieldChanges, not just one of them (if it was only one, which would get picked - the river or hill yields?)
 
Just one question about Smart AI 3. Does Smart AI 3 incorporate all the features of the first Smart AI mod or do we need to have both mods activated to get all the Smart AI features?
 
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