Have Gunship, will travel (mod preview)

RogerBacon

King
Joined
Nov 16, 2003
Messages
649
It's out...http://forums.civfanatics.com/showthread.php?t=171813

Here is your gunship...

gunshipno4rf.jpg


Here is your gunship... with my mod

gunshipyes2rb.jpg


Any questions?

:) Look for it this weekend.

Roger Bacon
 
Yes I've got a question. Does the gunship crash if it ends it's turn on a water tile?
 
Very cool Roger, very cool!!!
 
Shqype said:
Yes I've got a question. Does the gunship crash if it ends it's turn on a water tile?
That is a very good question. I guess you could do a check pretty easily in python.
 
TheLopez said:
That is a very good question. I guess you could do a check pretty easily in python.
Definitely. That's even within my capability :p
 
Shqype said:
Definitely. That's even within my capability :p
...
...

Aren't you supposed to be testing something?
 
Shqype said:
Yes I've got a question. Does the gunship crash if it ends it's turn on a water tile?

That will be up to you. It would be a one-liner in Python onEndGameTurn. I'll include it as an option but I'll probably have to find some way to teach the AI to avoid ending its turn over water in that case. I've already spent the past 3-4 days making little adjustments to the AI code to teach it how to use this unit. I'll see if I can teach it not to end the turn over water. If not, I may have to make the AI exempt from that restriction (That's what they did for the triremes in earlier versions of Civ).

Roger Bacon
 
great job
does it go over coastal tiles and ocean tiles or only coastal tiles? or it doesnt really matter
 
TheLopez said:
...
...

Aren't you supposed to be testing something?
That would be ideal, but to be honest I just installed Final Fantasy 7 for my brother and I couldn't resist starting a new game :D
 
The Great Apple said:
How have you implemented it? Is it a new domain?

If so, then this looks great!

I thought about going that route but when I looked at the code I started to realize how critically important domain is in the game system so I decided to do it a different way. I added a tag <bFlying> to the Civ4UnitInfos.XML. Any unit with <bFlying> set to 1 can go over land and water (coast and ocean).

Roger Bacon
 
Fair enough. My plan was just to go through the code adding the new domain alongside the land domains, but I suppose this should work fine.

How does combat with boats work?
 
The Great Apple said:
Fair enough. My plan was just to go through the code adding the new domain alongside the land domains, but I suppose this should work fine.

How does combat with boats work?

Combat with ships works fine. The only funny animation is if you are attacking a ship from a shore square. The ship moves into your square (which is on land) for the animation. It looks kind of funny but it works fine.

Roger Bacon
 
Is that a Squiggoth in your toon, TGA?

I'm interested in the ship combat too...

... but mostly I posted because I thought that that looked like a Squiggoth :P
 
RogerBacon said:
Combat with ships works fine. The only funny animation is if you are attacking a ship from a shore square. The ship moves into your square (which is on land) for the animation. It looks kind of funny but it works fine.
That's a bit odd. Probably quite hard to fix as well.

Aeon221 said:
Is that a Squiggoth in your toon, TGA?
Yes. It was one of my Civ 3 units.

http://forums.civfanatics.com/showthread.php?t=110946
 
Dual said:
Cool! I've been waiting for someone to make a mod like this. :D

I've got several units that I'd like to have go over both land and water.

Yeah, I actually made it for my angel unit but I figured the gunship would have more appeal. Maybe it's time for you to add some wings to that forest dragon of yours (hint hint). :)

Man, it's after 10:00 PM and I'm still stuck at work. No (fun) programming tonight. :(

Roger Bacon
 
Yarr, Squiggoth is my favorite in DoW. Orks Orks Orks! Squiggoth! Waaaaagh!

err...

How compatible will this be with other mods? Do you forsee any issues in terms of merging?
 
Did some thinking about this.

It seems to me there is a faily large potential for exploitation - flying gunships onto land, pillaging, and then flying over an inland lake, and being safe there. Absolutely nothing you could do to defend this apart from surround the lake with troops, or build a city on the late to build a ship to blow it up.

Or just build a gunship of your own... hmmm.
 
The Great Apple said:
Did some thinking about this.

It seems to me there is a faily large potential for exploitation - flying gunships onto land, pillaging, and then flying over an inland lake, and being safe there. Absolutely nothing you could do to defend this apart from surround the lake with troops, or build a city on the late to build a ship to blow it up.

Or just build a gunship of your own... hmmm.

Well, actually, I was thinking of making flying units completely unattackable by non-flying units (like in MOM) but I haven't done that in this initial release. Realistically I can't think of any non-flying unit that could chase down and engage a gunship if it didn't want to fight.

AEON221 said:
How compatible will this be with other mods? Do you forsee any issues in terms of merging?

SDK mods and non-SDK mods are always 100% compatible because they alter different things. Any other SDK mods you have would have to be merged with this one. It shouldn't be too hard. I always comment my code changes.

Roger Bacon
 
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