Thanks for the info! I have not used revdcm much, and I wondered what the color circles were for. In this approach of using land for all terrain, there is only one "area". There has been further discussion in the
original thread, and a "hack" solution in
this post. We have improved the hack slightly so the iMinFoundValueThreshold can be passed from XML.
However, one problem with this approach of using land for all terrain is that the transport vessels are also forced to be land vehicles. And nobody has solved land transport for the AI, so it would be unable to fight effectively.
So in parallel we are trying another approach where we use normal coast and ocean with a graphics change to look like desert. But this gives us a different set of problems, maybe you can help us solve these.
What we want is mid game hovercraft which can carry troops and move over all land, plus coast, but not ocean; and late game hovercraft which can carry troops and move over all land and water terrain. There is a unit flag bCanMoveAllTerrain which "should" allow this but it does not work as expected. Here are two tests I tried using standard revdcm. The changed files for assets/xml/units are in the attachment.
1. Make two copies of the galley. The first copy, "Galley Moveall", is identical to the original except bCanMoveAllTerrain is set. The second copy, "Galley Landall", has DOMAIN_LAND and bCanMoveAllTerrain. Start a standard revdcm, any game, and give yourself three units, an original galley and one each of these two new units. We cannot find any difference in the movement of Galley Moveall. The Galley Landall works as expected, it can travel over land and sea.
2. Back to an unmodified revdcm, change all the DOMAIN_SEA units (except workboat) to DOMAIN_LAND with bCanMoveAll set. No other changes. Yes, this means that DOMAIN_LAND units have AI like UNITAI_ASSAULT_SEA. Now start a small game using archipelago mapscript and autoplay 400 turns. You will see that no naval activity happens at all. I have included a save game from this setup in the attachment.
So, what we would like is some modifications so that naval units can move on land if needed, but still serve as naval transports, based on bCanMoveAllTerrain or some other flag. This "seems" easier than fully developing land transport. We do not know all the details; but it seems we would need a way to make units which (a) move on both land and sea, (b) can be built at inland cities, (c) can serve as naval transports. It would be "nice" if these units could carry their troops directly up to inland cities; however, dropping them at the coast would be fine too, and probably much less work.
Can you think of any way to accomplish this? We have a couple of sdk coders who could help, but they are not familiar with the internals of revdcm or better AI. Maniac has said that he has similar code inside Planetfall, but he does not have time/interest to pull it out separately.