[NOT IN DEVELOPMENT] DOC Community Mod Compilation

Tried the latest changes on my savefile, and the AI still makes barely any military units. Most cities only have 1 or 2 units still, even after a few turns and the AI was not making that much more military
I feared as much. I'm going to have to look at the code some more and try to figure out what I can change to get the AI to produce more units.
 
I feared as much. I'm going to have to look at the code some more and try to figure out what I can change to get the AI to produce more units.

Good, because I forgot to mention that quite some cities didnt even have a garrison at all
 
New UHV areas? You mean for the new civs? I'll have to look into that.

I mean, there is no text indicating what counts as the Black Sea, Emporyon and Southern Italy.
I was lucky that Byzantion and Syracuse were valid, had to look up where Emporyon is so I settled Eastern Spain.

Good, because I forgot to mention that quite some cities didnt even have a garrison at all

And that's why I conquered Egypt very easily, and it also might explain why Persia had collapsed before I arrived.
 
How did you look that up? Google doesn't help.
 
I just made a slight change that should lower the number of Workers and Settlers that the AI produces, but I'm not sure how much it will help civs that exist primarily before the Byzantines. Rome, Greece, Egypt, Carthage, they all seem to focus too much on the essentials and run out their historical period of existence before they can build any major armies.
 
How did you look that up? Google doesn't help.
I went to Wikipedia and looked for a similar name. Quick checking, it was a city or region in Spain. I had known previously that Greece settled colonies in eastern Spain, so I tried there and received a positive check. In my second attempt, I saw that place already settled by Carthage (Barcelona), but to my relief, Valencia also counted.
 
Thanks - is there a plan to add in the second uniques?

I would love to add in the second unique mod, but I would have to come up with a second unique for the new civs. I already have some ideas, but I don't have one for every civ. If I get a suggestion for each of the new civs, I'll gladly merge the mod and add the new second uniques for the new civs.
 
How about:
  • Sweden: Hakkapeliitta (Pistolier)
  • Swahili: no idea, but they exist in HR with a second UU
  • South Africa: how about Laager (Worker) with the ability to defend itself?
  • Australia: Kokoda Trailman (Marine): starts with Woodsman I and II
  • Israel: Mossad Agent (Spy): starts with Leadership and maybe some other promotions
 
How about:
  • Sweden: Hakkapeliitta (Pistolier)
  • Swahili: no idea, but they exist in HR with a second UU
  • South Africa: how about Laager (Worker) with the ability to defend itself?
  • Australia: Kokoda Trailman (Marine): starts with Woodsman I and II
  • Israel: Mossad Agent (Spy): starts with Leadership and maybe some other promotions
I guess I'm going to have to start working on the second uniques then. Thanks!

As a note: I'm taking a couple days break from working on the AI. I need to cool down and come back with a fresh mind.

EDIT: Wait, does the second UUB add a second unique unit AND building?
 
For the Swedish second UB, somebody suggested the Soldattorp:
Maybe that could be also handled as UB.
Soldattorp: Base effect + Free upkeep for X units (or just -X% city maintenance if that is too hard to code) + Free Morale promotion for units produced in this city.
Not sure what it would replace. Maybe Barracks, but since system was effectively to give a soldier a small farmhouse to live in some agricultural building could also work.

For Israel, you could use the Mossad if you pick a different second UU. Another idea: Diamond Exchange, +1 happiness and +X% gold from Gems, replaces bank or department store.
 
I'm getting very close to solving the Unit Issue. I've foregone the approach of randomly making changes and hoping the work and just decided to go back through the mod's changes until I find the point where it stopped working. I've since found that point and am now removing it's changes one by one on my local version until I found the infringing line of code.

How about the stingray as a barbarian unit that can only kill Australian Great People?

What if we scripted Steve Irwin's generation and death? Out of the infinite possible alternate histories, there has to be some constant, and I can't imagine it isn't Steve Irwin.
 
Amazing how much dedication you have for this mod, your updates are so frequent. I really like it, thank you for that!
 
A single exclamation mark (!)

The AI became incompetently bad at the game when, a couple months ago, I absentmindedly placed an exclamation mark in the wrong place when rewriting a line of code.

I've been assuming the error was in the code I added, but apparently, for some stupid reason, I swapped the order of two variables, and brought an exclamation mark along with it.

Example if (not(true1 and true2))

Became if (true2 and not(true1))

I done messed up, and I was too focused on the changes that I made to notice I made a change without knowing it.

I love programming. There's something magical in how it's a testament to our abilty to make stupid mistakes and never notice until someone points it out.

Thank god for autocorrect.

Amazing how much dedication you have for this mod, your updates are so frequent. I really like it, thank you for that!

Thank you so much! I've been programming since 5th grade, and I've never once worked on a project as frequently or for as extended a period of time as this mod.

I've always felt a certain closeness to Professor Calamitous from Jimmy Neutron. I really want to make a game, but it takes so long to get anything done that I invariably get bored move to another project.

But with modding, I already have a base to work off of and making changes is incredibly fast and easy. It lets me make what I want to make without any hassle, and then I get to see what other Civ players think of my additions.

EDIT: If the rant above didn't make it obvious, I believe I've fixed the AI Unit Building issue.

A previous change I made earlier today should mean that the AI prioritizes building units a lot more. I added it in during my experiments, but I'm not sure if I want to remove it or just edit it. Expect an update in a few minutes with a change to the code because I completely forgot about it.
 
Last edited:
Just uploaded a new version which reverts a change I made while testing. I'm going to watch a few AI games over the next few days to see how the AI handles builds. I understand the AI a bit more, and would like to see if I can get the AI to be better at prioritizing builds.
 
I would suggest using TortoiseGit instead, with it you don't have to redownload the same files everytime, but only the files that have been changed.

1) Download and install Git for Windows.
2) Download and install Tortoise Git.
3) During the installation, you will be prompted for a number of settings. Most of these are only relevant to developers, since you only want to use Git for access you can simply accept the default values.
4) Right-click on your Beyond the Sword\Mods folder and choose "Git Clone".
5) In the prompt, enter the following as "URL": https://github.com/earthcrafterman/Dawn-of-Civilization.git
6) You also have to change the "Directory" entry so that it ends in ".../DOC Community Mod Compilation"
7) I'm not sure on the specifics, but you have to change the branch to BalanceAndCivs
8) Wait for the download to complete.

So I tried that, but I got an error. Can you tell how to solve it?
 

Attachments

  • 29178852_927414117432473_1984403348928856064_o.jpg
    29178852_927414117432473_1984403348928856064_o.jpg
    2.1 MB · Views: 53
  • 29186415_927414124099139_5362879792817373184_o.jpg
    29186415_927414124099139_5362879792817373184_o.jpg
    2.2 MB · Views: 2,448
So I tried that, but I got an error. Can you tell how to solve it?
It seems like the DOC Community Mod Compilation folder already exists. Try moving the folder and doing the steps again. The error you got is saying that it can't make a folder that already exists, and it has stuff in it.

Basically what Git does is download the mod, makes of note of what files were downloaded, and if you make a change it makes a note of what files were changed and in what way. When I upload a new version it takes the notes of what were changed and puts them online, and when you update the mod using git it takes these notes and makes the same changes.
 
It seems like the DOC Community Mod Compilation folder already exists. Try deleting the folder and doing the steps again.

Then I would have to download and reinstall the whole thing again. I thought that was what we were trying to avoid with that, and just download the changed files instead
 
Back
Top Bottom