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hey gazebo,

i pulled your latest code, but it does not compile out of the box ... it's not bad:

CvTacticalAI.cpp(4125): error C3861: 'OutputDebugStr': identifier not found
Lua\CvLuaEnums.cpp(615): error C2065: 'FLOWDIRECTION_NORTH_MASK' : undeclared identifier

i can make it work, but i'm wondering if you have already solved this? so we don't have merge issues later

best
ilteroi
 
Hmm, that's odd, I compiled it prior to uploading it and encountered zero errors. What are your compiler settings? I'm still in the old 2008 express edition, which may not have the same compiler setup as another version of VE. Also, I didn't see any coredefines files from you on github.

If you figure out what is causing the compiler errors on your end, go ahead and fix the problems and I'll merge the changes back in (you can also re-upload the coredefines files you edited).

Some of your changes, particularly in the cvtacticalai file, were causing problems, so I had to remove them, unfortunately. Using winmerge (or another similar program) should allow you to compare the changes I had to take out. The vast majority of your work is in the latest CP, however, and works fine.

G
 
ok, vs2008 is definitely part of the explanation - i'm on vs2010 and had to change the project file quite a bit to get it to compile. the libs and everything from the sdk were already in place, although they are not tracked in git. but the solution file was missing. so it's a bit confusing to me.

anyway, here's the status:

1. hasBelief save/load bug: can't really imagine how this could happen, but the +1 offset is not really necessary. will try without

2. red lines for range attack: i'm not sure i know what you mean. never seen any. do you have any more hints?

3. scouts in endless loop: theoretically possible, but not specific to my changes. although maybe i made it easier to trigger. need to find a way to reproduce.

4. xml merge. also strange, i didn't see it in your git commit, but in the latest version it's all there, so i guess we can consider it solved

5. tactical ai: there were two main changes - try to keep settlers away from danger, and use ranged-only attacks for wearing down cities. do you consider those worthwhile? which problems are you referring to?
 
ok, vs2008 is definitely part of the explanation - i'm on vs2010 and had to change the project file quite a bit to get it to compile. the libs and everything from the sdk were already in place, although they are not tracked in git. but the solution file was missing. so it's a bit confusing to me.

anyway, here's the status:

1. hasBelief save/load bug: can't really imagine how this could happen, but the +1 offset is not really necessary. will try without

2. red lines for range attack: i'm not sure i know what you mean. never seen any. do you have any more hints?

3. scouts in endless loop: theoretically possible, but not specific to my changes. although maybe i made it easier to trigger. need to find a way to reproduce.

4. xml merge. also strange, i didn't see it in your git commit, but in the latest version it's all there, so i guess we can consider it solved

5. tactical ai: there were two main changes - try to keep settlers away from danger, and use ranged-only attacks for wearing down cities. do you consider those worthwhile? which problems are you referring to?

1. The first was causing an issue with saves giving a civ a different belief. I imagine that the save state was caching data that was then being pushed up or down by 1 (thus triggering nearby states to 1 from 0). I haven't run into any compatibility issues with it as-is, so don't worry about debugging it at present.

2. When you click on the 'range fire' button for a city or unit, it generates red lines around the hexes in range – these hexes, the ones inside the red lines, correspond to the tiles your units can hit. For some reason, the changes to direction in the enums file caused only the E/NE ones to work. Example pic:

Spoiler :


3. It seemed to happen when scouts encountered a dead-end, either on water (i.e. reaching a 'peninsula' of coastal water surrounded by ocean) or on land. The scout would bounce back and forth in-between the tiles in this dead-end.

4. All's well that ends well.

5. I'm referring to the ranged strikes– if the AI couldn't get ranged units in range of a city, it just surrounded the city with melee units and let them get whittled down without attacking. It created odd scenarios that went away when I removed your change. Generally, it is a bad idea to only give the civ AI one way to do something – while your change is logical, the AI could easily pin itself into a corner by not having a proper formation (and the AI is really, really bad at swapping units that need to be swapped). If you want to work on something that would really solve a lot of problems, unit swapping would be an ideal place to hammer away (hint, hint). :)

When doing a merge (I used winmerge, so that I could mark all changes on my changelog), I added all of your changes not marked in preprocessor directives with preprocessor directives. I also changed the 'ifdef' ones you added to the 'if defined' model, as it is what I'm used to.

Keep up the good work.

G
 
3. It seemed to happen when scouts encountered a dead-end, either on water (i.e. reaching a 'peninsula' of coastal water surrounded by ocean) or on land. The scout would bounce back and forth in-between the tiles in this dead-end.

I can confirm this! It has been not like this ever since, I believe. I always run into this problem when I play a game with the Giant Earth Map and Greece. The Unit in auto mode tries to discover the south of Greece and by reaching the southern coast, the unit will move back and fourth from then on. I always have to move the unit away manually to discover a different location near by to solve this. I don't know what an AI Civ would do in this situation.

My theory is that the unit is beeing convinced that it could reach the tile beyond the water by embark theirself but then realize that they have not the technology to do that. This is only happening in southern Greece, maybe because the unit can see the island of Crete.
 
ok thanks for the hint, will check

update: didn't find it, where can i get this map?
 
Looks like the master hasn't been updated in a while (12 days). Expecting its still buildable, but not for me. Anyone else having issues building that version?

CvGameCoreDLL_Expansion2 has 105 errors (related to externals on CustomMod); CvGameCoreDLL, CvGameCoreDLL_Expansion1 just (46) warnings.

I'm using 2008 Express Edition. Logs attached. Advice appreciated.
 

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Looks like the master hasn't been updated in a while (12 days). Expecting its still buildable, but not for me. Anyone else having issues building that version?

CvGameCoreDLL_Expansion2 has 105 errors (related to externals on CustomMod); CvGameCoreDLL, CvGameCoreDLL_Expansion1 just (46) warnings.

I'm using 2008 Express Edition. Logs attached. Advice appreciated.

My github account was having problems last week, but I've since fixed it (bad permissions files for my local repository). In any case, wait for me to upload the next version (hopefully soon) and it should compile OOTB.

G
 
Thanks, Gazebo. I'll wait to get a debug build before starting a new game. I should be able to provide more detail than here's an issue.

BTW, quality is definitely improving. Game is incredibly more stable and balanced than a month ago. Kudos to you and all your play testers!
 
Thanks, Gazebo. I'll wait to get a debug build before starting a new game. I should be able to provide more detail than here's an issue.

BTW, quality is definitely improving. Game is incredibly more stable and balanced than a month ago. Kudos to you and all your play testers!

Yep! We're getting into the nitty-gritty bugs and quirks now, which is both good (as it means a more stable game) and bad (as it is harder to find and destroy them!)

G
 
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