Coasts cost 1/4 movement to move through. I may increase this in the future, but I want Coasts to cost less than Oceans.
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.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.
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;
return iChange * (kSpecialist.getCommerceChange(eIndex) + kSpecialist.getCultureLevelCommerceChange(getCultureLevel(), eIndex) + (eSpecialist != SPECIALIST_SLAVE ? GET_PLAYER(getOwnerINLINE()).getSpecialistExtraCommerce(eIndex) : 0));
return iChange * (GET_PLAYER(getOwnerINLINE()).specialistCommerce(eSpecialist, eIndex) + kSpecialist.getCultureLevelCommerceChange(getCultureLevel(), eIndex) + (eSpecialist != SPECIALIST_SLAVE ? GET_PLAYER(getOwnerINLINE()).getSpecialistExtraCommerce(eIndex) : 0));
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?
I am very sorry. I will revert right away.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 found where it came from: @citis 's "300 AD scenario" commitI don't know, does your local branch have the code like Knoedel said?