"Mine Warfare" and/or "Pirates and Merchants" by OV?

is it possible that merchant ships are allowd to hutty production ? i would be interesting ig players could support overseas cities in war times for example

sorry i mean hurry :blush:

You can edit your own posts. I use it to fix typing mistakes all the time. ;)

It is possible to change them to hurry buildings but not units.
 
@ SO, DH and Hydro

So, guys! I merged OV's Mine Warfare Mod in a simple way. I'm not 100% sure if the scale in the <UnitCombatMods> is as good as you want it.

One issue is the Land Mine Sweeper art.xml: I can't figure out what graphic is required. I experimentalized with some models, but nothing worked. Maybe you could find out what's needed?

If I did something wrong or there is something to do, feel free to change, or just tell me. That would be cool!

btw... the folder belongs to the Orion-folder, of course.
 

Attachments

There is something missing. I can't see anything that links the python code into C2C. Also some of the checks in the python code can be done in the XML in C2C since we allow units to require many buildings now.
 
There is something missing. I can't see anything that links the python code into C2C. Also some of the checks in the python code can be done in the XML in C2C since we allow units to require many buildings now.

Unfortunately I don't have any experiences in Python-stuff nor adequate knowledge! :mischief: I definitely need help for that... if anybody can help, would be cool!
 
@mcookie83, I have found the rest of the python but we aren't going to get it ready for v21. :(

One thing you can do is move the requirements into the XML. We have access to more tags than Orion Veteran has. ;)

1) Where the units or buildings require a harbour it should be changed to OR require the list of harbour upgrades as well. If fact put the harbour, port etc all in the pre or buildings list.

2) Where some require factory and assembly plant put them in the list of and buildings required.

3) Nuclear mines need the mine centre so put that building in the prereq and building tag.​

This goes for the mine sweeper units also.

Edit I forgot, something is wrong with the land mine sweeper, it is not showing up in the pedia.
 
@DH

Thanks for checking out. I'll follow your instructions. :)

And yes, I know, the kfm is missing, so I tested replacing it with something different (or similar), but it doesn't work, but I will check out, if I find it somewhere to use it in our "Mine Warfare"-module.

I'll post the next version so that you could look at it... that would be nice!

Thanks so far!

Edit: Tadaaaaa! Found the kfm in OV's GrandInquisition-Mod. Will test it.
 
The problem with this mod is that I am going to have to understand the AI because we (C2C) have more eras, routes and terrains than standard BtS for which this was written.
 
The problem is that Orion Veteran reckons it is a CPU hog and needs to be moved to the SDK which meas that it won't be done by mcookie83 or me.

We could still use the python since looking at the code I did see a couple of places that could be optomised. However I could not see how to make some of the stuff into the new mission and outcome systems. I have more experience now so I probably could. I was also waiting for mcookie83 to do some XML work but I may have done that also.
 
I have not had much time to work on this, it is low priority. I think I got as far as converting the coed to use all c2c Earth terrains.
 
I think we might be able to design better. To me, the trick here would be to allow multiple improvements on a plot in a limited fashion... any really good method for this kind of thing I think would start there. Also I'm not sure how well we can make improvements 'invisible' but it also stands to reason that this is another element that would need to come into play.

Between those two things, we could also do some other things, like fort improvements, hidden missile silos, etc...
 
Mine Warfare includes the AI for placing mines and for mine sweepers (land and sea) getting rid of them as well as upgrading mines and differing damage depending on the relative age of the mine and target. The main problems I have with integrating it is I still don't understand the mission/outcome system - I can't get the buttons to show; and saving data from python to the save game - last try I broke everything. :(
 
Yeah, saving and recovering (read and write streams) are the most easy area to create a problem, particularly with incompatibility. Its a bit tricky and I figure for py, even worse.

AIAndy could probably help you sort both of those issues out lickety split.

Nevertheless, the point still stands that it would be of value to be able to have 'traps' such as Mines and such be able to, hidden, overlap with existing improvements so as its not a 'giveaway'. Would this mod allow that?
 
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