[NOT IN DEVELOPMENT] DOC Community Mod Compilation

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Reverted Ocean movement cost change

Coasts cost 1/4 movement to move through. I may increase this in the future, but I want Coasts to cost less than Oceans.
 
Coasts cost 1/4 movement to move through. I may increase this in the future, but I want Coasts to cost less than Oceans.

Okay what? That's literally the opposite of how it has always worked in RFC since the very beginning. What is your thought process here, you absolute madman?
 
Okay what? That's literally the opposite of how it has always worked in RFC since the very beginning. What is your thought process here, you absolute madman?
I mean, is there a historical reason that oceans should be faster than coasts? Also because Egyptian pass to India, which someone brought up a little while ago.
 
I mean, is there a historical reason that oceans should be faster than coasts? Also because Egyptian pass to India, which someone brought up a little while ago.

The original reason was, I believe, that sending colonizers across the ocean should be relatively quick without also opening up Mediterranean shenanigans.

Maybe you could try just removing such speed modifiers entirely and give oceanfaring ships a massive movement speed increase, something like 8 for a Caravel, 20 for a Destroyer etc. Now that ships use up all movement when entering enemy waters I think that could work, and islands are still there to slow them down anyway where appropriate.

Btw I am now about to download your mod and see what I can steal for my own.
 
I mean, is there a historical reason that oceans should be faster than coasts? Also because Egyptian pass to India, which someone brought up a little while ago.

The reason is to do with gameplay.

The continents are as close to each other as possible, even though it's not accurate. But they're still a long ways away, and it's boring to have to spend 5-6 turns just crossing one way.
 
Ocean is just as fast to move through as in vanilla DOC, I've just bumped Coast up to incentivize human players to use the Mediterranean. If it turns out that 1/4 movement in coast is too fast, then I'll make Coast and Ocean movement equal. Either way it both keeps the AI competent and adds interesting options for human players.
 
A few questions about your code, if I may, regarding CvCity.cpp:

Code:
    if (eUnit == GC.getInfoTypeForString("UNIT_HITTITE_HULUGANNI") && (getX() != 72 || getY() != 44))
        return false;

    if ((getOwner() == EGYPT || getOwner() == BABYLONIA) && !isHuman() && eUnit == GC.getInfoTypeForString("UNIT_SCOUT"))
        return false;

    if (getOwner() == INDEPENDENT2 && GC.getGameINLINE().getGameTurnYear() < 1000 && eUnit == GC.getInfoTypeForString("UNIT_ARCHER"))
        return false;

So if I got this right, players (or I guess the player whose UU it is, which would be Barbarian I think?) can train Huluganni in one specific city, AI Egypt and Babylon are barred from training Scouts ever, and Independent2 can not build Archers until the year 1000AD.

What's the reasoning behind this? I guess the last one is to make Egypt's conquest UHV easier, but then why can't this one Independent player train Archers until about a thousand years after Egypt is supposed to have collapsed?

Also in line 10704 what's the reason for changing

Code:
return iChange * (kSpecialist.getCommerceChange(eIndex) + kSpecialist.getCultureLevelCommerceChange(getCultureLevel(), eIndex) + (eSpecialist != SPECIALIST_SLAVE ? GET_PLAYER(getOwnerINLINE()).getSpecialistExtraCommerce(eIndex) : 0));

to

Code:
return iChange * (GET_PLAYER(getOwnerINLINE()).specialistCommerce(eSpecialist, eIndex) + kSpecialist.getCultureLevelCommerceChange(getCultureLevel(), eIndex) + (eSpecialist != SPECIALIST_SLAVE ? GET_PLAYER(getOwnerINLINE()).getSpecialistExtraCommerce(eIndex) : 0));

?

Also wait a minute, is that fragments and bits and pieces of Leoreth's new resource mechanics branch he specifically requested be left alone for now I'm finding here and here?
 
It isn't.
 
Oh, I had assumed you were talking about the code you posted in particular. There might actually be some code that I accidentally committed into develop, will check.
 
A few questions about your code, if I may, regarding CvCity.cpp:

Code:
    if (eUnit == GC.getInfoTypeForString("UNIT_HITTITE_HULUGANNI") && (getX() != 72 || getY() != 44))
        return false;

    if ((getOwner() == EGYPT || getOwner() == BABYLONIA) && !isHuman() && eUnit == GC.getInfoTypeForString("UNIT_SCOUT"))
        return false;

    if (getOwner() == INDEPENDENT2 && GC.getGameINLINE().getGameTurnYear() < 1000 && eUnit == GC.getInfoTypeForString("UNIT_ARCHER"))
        return false;

So if I got this right, players (or I guess the player whose UU it is, which would be Barbarian I think?) can train Huluganni in one specific city, AI Egypt and Babylon are barred from training Scouts ever, and Independent2 can not build Archers until the year 1000AD.

What's the reasoning behind this? I guess the last one is to make Egypt's conquest UHV easier, but then why can't this one Independent player train Archers until about a thousand years after Egypt is supposed to have collapsed?

Also in line 10704 what's the reason for changing

Code:
return iChange * (kSpecialist.getCommerceChange(eIndex) + kSpecialist.getCultureLevelCommerceChange(getCultureLevel(), eIndex) + (eSpecialist != SPECIALIST_SLAVE ? GET_PLAYER(getOwnerINLINE()).getSpecialistExtraCommerce(eIndex) : 0));

to

Code:
return iChange * (GET_PLAYER(getOwnerINLINE()).specialistCommerce(eSpecialist, eIndex) + kSpecialist.getCultureLevelCommerceChange(getCultureLevel(), eIndex) + (eSpecialist != SPECIALIST_SLAVE ? GET_PLAYER(getOwnerINLINE()).getSpecialistExtraCommerce(eIndex) : 0));

?

Also wait a minute, is that fragments and bits and pieces of Leoreth's new resource mechanics branch he specifically requested be left alone for now I'm finding here and here?

Yes, I'm representing the Hittites and Lydians with a barbarian city.

I think the Egypt and Babylonia thing are left overs from a previous attempt at making them stop exploring the entirety of sub freaking Saharan africa. I've since fixed it, so I'll remove this.

This was supposed to only affect Niwt-Rst, I guess I goofed, though considering the changes I've since made to War Chariots this should be unnecessary. I'll remove this.

I have no idea what happened here. I don't remember ever even changing this line.

I have not added anything from Leoreth's culture changes purposefully. I apoligize if parts of or the entirety of if it was added when I pulled DOC or a modmod, I was unaware it was included.
 
Last edited:
I checked, that branch was not accidentally merged into DoC develop. Looks like you accidentally merged the wrong branch and need to revert.
 
I just checked and my local version's revision log does not report a merge with any of the resource branch's commits. What should I do?
 
I don't know, does your local branch have the code like Knoedel said?
 
BUGFIX UPDATE

Fixed a beginGameTurn error

s

Accidentally removed Halicarnassus while pulling the latest bits of tales. Fixed.
 
Last edited:
Forgot to remove Egyptian Starting Units while merging 4000 BC. Fixed.
 
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