Hello, karadoc!
Thank you for your great work. I realize you are not offering any official merge support, but perhaps you could offer an advice?
I've been attempting to merge K-Mod and Realism Invictus and the result is somewhat ambiguous. I've merged all RI stuff into your DLL and managed to get the mod running. The AI seems competent, especially economy-wise, but there are a few issues:
1. The most serious and unexpected is that the game runs
a lot slower with the custom K-Mod DLL than with the regual BBAI-based RI DLL. I've checked all the changes in the code I made twice and can't figure out what could be the cause - RI adds a few features but they are hardly major.
The performance is fine at the very start of the game but rapidly declines. By turn 6 or 8 turn times are already several times longer. My guess was that this has something to do with units. Not only do animals spawn at approximately that turn, but RI is notable for a
huge amount of new UnitTypes - 18Mb in UnitInfo XMLs. I've checked all the
getNumUnitInfos loops but they seem fine, hardly able to have such a huge impact.
I am inclined to think that the decline in game performance results from the original K-Mod code being run with RI Assets. Is this possible?
2. For some reason, AI units in cities do not
look fortified. The same is true for me when I run your mod. Is this intended? How can I change this?
3. I noticed an AI stack in a besieged city randomly march out of it in the direction of the besieging player's empire. The city gets conquered the next turn and the defending stack return to try and take it back. Probably my fault, but, again, no idea where in code to look for a cause of this problem.
Your advices and recommendations will be much appreciated! RI is such a great mod, the only thing it lacks is a decent AI.
Thank you!