Making a Clone of Civ II

I'm currently working on a basic AI. I'm making significant parts of it in Lua because that's probably more accessible for modders. As part of that I'm working on replicating and extending the totip Lua interface, can anyone suggest a mod that makes good use of this interface so I can test my implementation for compatibility?
 
I'm currently working on a basic AI. I'm making significant parts of it in Lua because that's probably more accessible for modders. As part of that I'm working on replicating and extending the totip Lua interface, can anyone suggest a mod that makes good use of this interface so I can test my implementation for compatibility?
@Prof. Garfield is probably your best bet for getting an answering on that one. @Dadais might know too as I've seen him doing some pretty crazy experiments with custom GUI prompts in his mods.
Hope things are going well with the project mate. :)
 
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Prof has the most understanding of it indeed.
I don't really get what's reubene aiming for either... :D
 
I don't really get what's reubene aiming for either... :D
I want my lua API to work with existing mods/scenarios so they don't need to be reworked. So I'd like a suggestion of a mod/scenario that's uses the lua api fairly heavily and as it's supposed to be used so I can make sure that what I'm building works as intended.
 
I want my lua API to work with existing mods/scenarios so they don't need to be reworked. So I'd like a suggestion of a mod/scenario that's uses the lua api fairly heavily and as it's supposed to be used so I can make sure that what I'm building works as intended.
Two points there :

-On a fresh point of view, I'd say the idea would be to give an simple AiModule.lua containing functions that could be integrated easily into event.lua (or any division of it into the LuaTemplate), with a small documentation said functions it so it is integrated properly.
Thus, gifting a wonderfull tool to add.

-On a complex side, some (many ?) totpp scenarii are already altering slightly Ai behavior (at more or less simple levels) to make some of their features less unbalanced or computer-"playable". Using "munitions", adress production change, use "transports", get global army orientation behavior rather than random wandering are such exemple I guess ...
That rise the question of conflicts (thus may need a heavier documentation) when not unbalancing (up to breaking) the AiModule ?

That would still be a cool thing to work on to implement on scenarii's update or production.
 
I want my lua API to work with existing mods/scenarios so they don't need to be reworked. So I'd like a suggestion of a mod/scenario that's uses the lua api fairly heavily and as it's supposed to be used so I can make sure that what I'm building works as intended.
Hmm @Prof. Garfield would definitely know the most advanced LUA scenario to recommend but as an outsider looking in Id say the most advanced LUA scenario I've seen is his and @JPetroski 's multiplayer Over the Reach scenario. They did so much crazy stuff in that and made a ton of great videos about it too.
https://forums.civfanatics.com/threads/over-the-reich-information.651379/

They've teamed up again more recently to do singleplayer version of it now too here:
https://forums.civfanatics.com/threads/over-the-reich-single-player-development-thread.682884/
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I'm currently working on a basic AI. I'm making significant parts of it in Lua because that's probably more accessible for modders. As part of that I'm working on replicating and extending the totip Lua interface, can anyone suggest a mod that makes good use of this interface so I can test my implementation for compatibility?
I think that your best bet is to go through the Lua Function Reference and implement and test functionality one by one before trying to play a scenario. If a scenario does something slightly different between totpp and your game, there is a good chance you wouldn't notice unless you are already extremely familiar with the scenario.

If you need information like the function of each bit in a bitmask of data, the General Library of my Lua Scenario Template will tell you what I know. I'm not sure what else to tell you.
 
I think that your best bet is to go through the Lua Function Reference and implement and test functionality one by one before trying to play a scenario.
That's what I've been doing, I've implemented about 1/2 the API so far, of course it works as I expect with my own lua code.

If a scenario does something slightly different between totpp and your game, there is a good chance you wouldn't notice unless you are already extremely familiar with the scenario.
If it's slightly different, and it probably will be, I won't notice or care I'm more concerned if it's catastrophically different since its an entirely different lua interpreter.
 
If it's slightly different, and it probably will be, I won't notice or care I'm more concerned if it's catastrophically different since its an entirely different lua interpreter.
Well, due to feature creep, the scenarios I've worked on tended to get more and more complicated over time, so there isn't a clear best scenario for your purposes. I do understand why you want to test full scenarios, however. Japan 1937 revealed many minor issues with my Legacy Event Engine (though IIRC a decent amount of the changes ended up being so the converter caught errors instead of accepting them and doing nothing like the original system would do).

You may wish to download my Lua Template and try out the testing examples that I've left commented in many of the settings files. Some of the features are complicated behind the scenes, but have relatively simple effects to observe (in particular the land/air transport module, and the module to limit what ships can carry).
 
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