Could someone please be kind enough to add the option to play 34 civilizations to the latest version of K-mod?
Here is the 48 civ dll for K-Mod v1.45. Simply unzip and replace the dll file in K-Mod's Assets folder. Enjoy!
Could someone please be kind enough to add the option to play 34 civilizations to the latest version of K-mod?
Thanks a lot DarkLuna, really happy for your helpHere is the 48 civ dll for K-Mod v1.45. Simply unzip and replace the dll file in K-Mod's Assets folder. Enjoy!
Giant Earth Map (4x huge), but I play this for years now and the "exit now" is new to me.what is the size of the map your playing on?
Thanks. You're right about both of those problems; and they aren't easy things to spot. The i vs j typo is a particularly sneaky mistake. It's difficult to tell at a glance whether or not it is actually wrong (because you have to have a clear understanding of how tech_paths and the loops are meant to work), and the consequences of the bug are not obvious. So thanks for picking that up. I hadn't spotted it myself. (I basically wrote all that stuff in one shot, and haven't played a game on it myself.)@karadoc: You've probably noticed by now, but it can't hurt to report it anyway:
I think it should be 'j' instead of 'i' here. With 'j', at least the canResearch(eBestTech,...) assertion no longer fails. Also, I got "Failed to create any tech paths" when Stealth, Genetics and Future Tech were the only undiscovered techs, and changing this inequation to '<=' seems to have helped. With these two issues fixed (and the endless loop too), the latest changes have been working fine for me. Since I've never paid much attention to AI tech choices, I couldn't say if there's a great improvement. Conceptually, the final approach that evaluates sets of three techs seems very sensible to me (optimal really).
Anything that is in MMod that isn't specific to MMod will be in K-Mod. I've been intending to upload a new version "soon" for some weeks now; but I'm just making very slow progress, and new things keep popping up. The new new tech AI will certainly be in K-Mod. (Not the one I posted a dll for earlier, but an even newer one that f1rpo is posting fixes for.)@karadoc I see that there are some new things (not present in K-Mod v1.45) on MMod github repository. Are those things going to find their way into new K-Mod release or K-Mod gihub repository anytime soon(ish)? I would like to add them to my modmod(s) and play the game with those included, but I don't think that would be okay before they are "officially" available in K-Mod.
I don't know was the code there when you posted, but everything seems to be on github now.
The GNP curve on the Info screen? That's total commerce, i.e. research rate plus culture rate plus espionage rate plus gold income. Should really be labeled "GNP (Commerce)" instead of "GNP (Gold)". I think the fluctuation results mostly from reassigned citizens. (Or is there another gold curve somewhere? The popup about the top 5 wealthiest civs is based on gold in the treasury, but other than that ...)When opening the scoreboard (with the graphs), would it be possible to modify the Wealthiest civ gauge - from current gold amount, to something like gold per turn? [...]
I'm wondering if K-Mod has addressed the issue where players can easily exploit the AI to capture workers in any way. Typically it is very easy to walk up to the borders of an AI you are at peace with, and then capture some of their workers in a surprise attack. This is rather powerful in the early game where workers are very valuable and the means of the AI to retaliate are limited. I assume the vanilla AI does not consider foreign units a threat unless you are at war, maybe that should be changed if workers are concerned, so they can retreat and work non-threatened tiles. But I'm not sure if K-Mod already addressed this problem.
There could be improvements in K-Mod for Worker behavior when at war, but I don't think there's any code to anticipate a sneak attack on a Worker. See the attached screenshot; the Worker did not flee to safety and no Archer emerged from the city, not even when I added a third one and set it to UNITAI_RESERVE. Looking at the code, there's still the BtS check for CvPlayerAI::AI_isPlotThreatened at the beginning of AI_workerMove, and isPlotThreatened counts only present war enemies. I'm not aware of a routine for guarding Workers either, though e.g. guardBonus can coincidentally guard a Worker. The K-Mod AI also doesn't declare war in order to steal Workers (CvUnitAI::AI_poach is never called), which is probably for the better.I'm wondering if K-Mod has addressed the issue where players can easily exploit the AI to capture workers in any way. [...]