Kael
Deity
If you place lairs or unique improvements but turn on randomization, will it reposition them or just place new ones?
Place new ones along with the old ones.
If you place lairs or unique improvements but turn on randomization, will it reposition them or just place new ones?
if (getPlayerRank((PlayerTypes)iI) <= (countCivPlayersAlive() / 3) && getHandicapType() < (GC.getNumHandicapInfos() - 1))
{
setHandicapType((HandicapTypes)(getHandicapType() + 1));
changeFlexibleDifficultyCounter(getFlexibleDifficultyCounter() * -1);
}
if (getPlayerRank((PlayerTypes)iI) > (countCivPlayersAlive() * 2 / 3) && getHandicapType() > 0)
{
setHandicapType((HandicapTypes)(getHandicapType() - 1));
changeFlexibleDifficultyCounter(getFlexibleDifficultyCounter() * -1);
}
if (GET_PLAYER(pOldCity->getOwner()).getNumCities() == 1)
{
changePlayersKilled(1);
}
Am I reading the code wrong again (theme for the weekend) or is this backwards?
Code:if (getPlayerRank((PlayerTypes)iI) <= (countCivPlayersAlive() / 3) && getHandicapType() < (GC.getNumHandicapInfos() - 1)) { setHandicapType((HandicapTypes)(getHandicapType() + 1)); changeFlexibleDifficultyCounter(getFlexibleDifficultyCounter() * -1); } if (getPlayerRank((PlayerTypes)iI) > (countCivPlayersAlive() * 2 / 3) && getHandicapType() > 0) { setHandicapType((HandicapTypes)(getHandicapType() - 1)); changeFlexibleDifficultyCounter(getFlexibleDifficultyCounter() * -1); }
Looks to me that it says "If you are in the bottom 1/3 of the score ranking, RAISE the difficulty. But if you are in the top 1/3 of the score ranking LOWER it instead"
EDIT:
Also, this doesn't account for the Game Option "Require Complete Kills"
Code:if (GET_PLAYER(pOldCity->getOwner()).getNumCities() == 1) { changePlayersKilled(1); }
The source code for patch b is still missing. Are you going to upload it soon or is c already on the horizon?
It has been brought to my attention FfH has a Flexible and a Raising Difficulty Level Option. Would it be possible to add these options in, say, MOO2Civ mod and how would I go about doing this?![]()
Yeap, let me see if I can put something together for you.
That would be great.
@xienwolf: I don't have any experience modifying dll files. All I've done so far personally is release xml-related patches and make the MOO2Civ mod a Full Install by including necessary Final Frontier files. (Luckily I've gotten the occasional help offer, for instance with the 3.17 patch.) I'm still learning, though.
Is there some function I could use to simulate combat or get the combat odds of a fight between 2 units on the same tile owned by the same civ? I recently added a "Challenge" spell to let Doviello melee units fight and potentially kill each other for xp, but I'd like it to take the units actual strength into account. Letting a warrior have the same odds of taking down a battlemaster as another battlemaster does seems wrong, as does giving out the same amount of xp to the victor. I'd also like to know how to make units choose the toughest unit in their stacks to fight instead of just picking the first one with higher base strength or xp or having to guess as to how to take strength and various promotions into account when looping though them all to decide who is toughest.