Multiple Production Mod

I may include this in the next Merged Mod version (pending next BBAI, BUG, BULL, :D), but only if it's optional. I'll try to code it myself, if it hasn't already been done when I update.
 
I may include this in the next Merged Mod version (pending next BBAI, BUG, BULL, :D), but only if it's optional. I'll try to code it myself, if it hasn't already been done when I update.

Thank you for your interesting.
This is already optional with custom game option. (You mean so, don't you?)

Anyway, please rewrite code freely.
 
Seems there is a new unofficial patch that you did not include in your modcomp. I don't get a proper merge of better bts ai source (which has UP changes in cvcity.cpp) and your source: Without the game option (with multiple production disabled) I get immediately 294673692324 gold after the first round.

Could anyone do the merge for me? Or could you update your modcomp?

 
Seems there is a new unofficial patch that you did not include in your modcomp. I don't get a proper merge of better bts ai source (which has UP changes in cvcity.cpp) and your source: Without the game option (with multiple production disabled) I get immediately 294673692324 gold after the first round.

Could anyone do the merge for me? Or could you update your modcomp?

Nantekotta!
This is my own bug. Unofficial patch doesn't relate with it at all.

I posted fixed version, please check it.
Always thank you for your testing.:)
 
great, will try it out :)

your own mod was working (no merge at all). that's why I thought it must have something to do with the UP.
 
Your mod is still not working correctly with multiple production disabled.

The following bug is reproducable by cheating 20 great engineers in your capital and set multiple warriors to be build (use the chain) - and then end some rounds:





 
Thanks reporting.
But this looks like a correct behavior to me.

  1. turn: 87 production - 15 cost + 0 from previous turn = 72 rest
    • 72 overflow to next turn, 0 converted, 0 treasure
  2. turn: 87 production - 15 cost + 72 from previous turn = 144 rest
    • 87 overflow to next turn, 57 converted, 57 treasure
  3. turn: 87 production - 15 cost + 87 from previous turn = 159 rest
    • 87 overflow to next turn, 72 converted, 129 treasure
  4. turn: 87 production - 15 cost + 87 from previous turn = 159 rest
    • 87 overflow to next turn, 72 converted, 201 treasure
 
Read carefully ;)

with multiple production disabled.

DISABLED = NOT enabled. I've played without multiple production and I've got gold unlike in vanilla.
 
I get this warning while trying to compile:

1>CvCity.cpp(10903) : warning C4101: 'iOverflow' : unreferenced local variable

Should I be concerned?
 
Read carefully ;)



DISABLED = NOT enabled. I've played without multiple production and I've got gold unlike in vanilla.
Oh I see.
In vanilla 3.19, there is an issue about converting calculation from lost :hammers: to :gold:.
I has stolen the fixed method and code from 3.19 Unofficial patch.
Compare behavior with Unofficial patch or Better BtS AI, and please report again.:)

I get this warning while trying to compile:

1>CvCity.cpp(10903) : warning C4101: 'iOverflow' : unreferenced local variable

Should I be concerned?
I missed to comment code at one fixed line.

Spoiler :
Code:
void CvCity::popOrder(int iNum, bool bFinish, bool bChoose)
{
	CLLNode<OrderData>* pOrderNode;
	CvUnit* pUnit;
	CvPlot* pRallyPlot;
	wchar szBuffer[1024];
	wchar szTempBuffer[1024];
	TCHAR szSound[1024];
	ProjectTypes eCreateProject;
	BuildingTypes eConstructBuilding;
	UnitTypes eTrainUnit;
	UnitAITypes eTrainAIUnit;
	bool bWasFoodProduction;
	bool bStart;
	bool bMessage;
	int iCount;
	int iProductionNeeded;
	[COLOR="Red"]int iOverflow;[/COLOR]
Please delete or comment out red line (In original 3.19 SDK CvCity.cpp 10687 line).
 
oh I see. thanks. did not know that you get gold for lost production. :D thought this was a multiple production feature.
 
When I load up this as a stand alone mod I don't see any option to disable it in the custom game screen? Is this as it is meant to be?
 
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