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Yes.

Also I want to put a small golden age on outcome/missions for Human Sacrifice but will the AI know to use it?

I am thinking of the order of one turn per military/Neanderthal captive sacrificed and 3 turns for civilian captives. These would increase with buildings eg Toltec/Druid/Cannain cathedral buildings plus with wonders.
The call into Python from outcome misssions is already synced so no need for mod net message.

The AI will ignore any side effect that is done in Python.

Hmm, from my "trial and error + self conclusion" understanding, sending modnet is required only when it has something to do with U.I. such as making a selection from a python popup, pressing a python action button, or using codes with CyInterface().getHeadSelectedUnit() etc, because all other users do not know what it is that you chose, pressed etc.

As such, even if codes are done in onCombatResult, if it creates a python popup for you to choose an action, then modnet is still required.

Am I right :D
Correct. If you react directly to any UI with game state changes, then you have to tell the other computers about it with a mod net message so the same game state change happens on all computers.
 
The call into Python from outcome misssions is already synced so no need for mod net message.

The AI will ignore any side effect that is done in Python.


Correct. If you react directly to any UI with game state changes, then you have to tell the other computers about it with a mod net message so the same game state change happens on all computers.

Where things are done in python you have to resort to aiweights and just adjust until they seem about right. The problem is that the correct weight will vary as further changes get made, and most likely with context in the game, which is why it's best to avoid them where possible (but for python mediated effects there is no alternative)
 
can someone else look at the Alt_Timelines/Big_Cats modules and figure out what is wrong. I have it working up until the Guard Cat iirc.
 
Has anyone had this problem before, i cant access my XML anymore for changing stuff around??

Is that file tagged as 'read only' in its properties (for some reason)? If so Wordpad will refuse to write it until you manually change it to no be read only. Some apps will auto-overwrite (or more often prompt to ask if you want to), but Wordpad isn't one of them.
 
Is that file tagged as 'read only' in its properties (for some reason)? If so Wordpad will refuse to write it until you manually change it to no be read only. Some apps will auto-overwrite (or more often prompt to ask if you want to), but Wordpad isn't one of them.

Nope its not marked anything actually?? I was using Notepad, i was just checking under Wordpad also is all.

I just tried a different file and it also came up like pic 2??
 
Has anyone had this problem before, i cant access my XML anymore for changing stuff around??

You Admin rights have been changed somehow. You need to re enable yourself as Admin and with Full rights. And enable yourself under User with full rights. Even Win 7 64 Pro pulls this kinda crap from time to time when I add something new.

Makes me want to go back to XP 64 Pro on my old comp.

JosEPh
 
Thx, but i had to RE-install Win 8 for some reason, good thing i didnt have alot on my new PC yet, i just got it 3 Jul.

I should have my new computer soon also. Received CPU, GPU, Windows 8 Pro OEM, 32G RAM today. Most of the rest should be here Monday. Really just the SSD that I don't have a date for yet, but hopefully it should ship today...
 
Is there anyway (see pic 1) to get the icon circled to have only 1 face there and a (2) number?? Its taking up way to much room, and cant read anything above it anymore??? Thx

I agree. If it could have one icon for each type and then a number next to it, that would save so much room and allow one to actually see the stats of the city.
 
I'll see if I can figure that out for ya. I completely agree. There's a couple issues at work here. We have a lot of problems with our help hovers being too long.
 
The AI for the Immigrant unit is in python and fairly straight forward
  • if the city it is in has less that 7 population then join city
  • else find a city (owned by the player) that has less than 7 population and set the mission of the Immigrant unit to move to that city
  • else do nothing this turn.

The problem is that the move mission is not taking into consideration the fact that the unit is unprotected and the dangers of the wild.

Are all non combat units that get a "move to " having the same problem? Eg missionaries and workers on automate? Or is the wrong mission being used?
 
The AI for the Immigrant unit is in python and fairly straight forward
  • if the city it is in has less that 7 population then join city
  • else find a city (owned by the player) that has less than 7 population and set the mission of the Immigrant unit to move to that city
  • else do nothing this turn.

The problem is that the move mission is not taking into consideration the fact that the unit is unprotected and the dangers of the wild.

Are all non combat units that get a "move to " having the same problem? Eg missionaries and workers on automate? Or is the wrong mission being used?

The difference is that missionaries and workers are handled by the AI. It does no give them 'long move' missions that would take them outside their owned territory unless it has stacked them with an escort, and if it wants to make such a move it requests an escort.

You cannot achieve that from Python, so ultimately we probably need to have them operate a new mission type (MISSION_IMMIGRATE or something). However, a partial solution is to include the move flags to have them only consider in-territory moves (MOVE_SAFE_TERRITORY). That will restrict them to cities they can reach without entering neutral or enemy territory.
 
The difference is that missionaries and workers are handled by the AI. It does no give them 'long move' missions that would take them outside their owned territory unless it has stacked them with an escort, and if it wants to make such a move it requests an escort.

You cannot achieve that from Python, so ultimately we probably need to have them operate a new mission type (MISSION_IMMIGRATE or something). However, a partial solution is to include the move flags to have them only consider in-territory moves (MOVE_SAFE_TERRITORY). That will restrict them to cities they can reach without entering neutral or enemy territory.

Which means adding a lot of code :D. Currently all it does is go through the list of cities and when it finds one (in the same region(?)) it gets its coordinates and says go there. I have a look at how Vokarya did his path stuff and see if I can get some hints from there.
 
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