platyping
Sleeping Dragon
Ah I see, waiting to use it for my own personal mod 

Been playing your mod a few times now and, yes, I have noticed the perfomance hit. Normally, I would have subscribed it to playing a large map and too many units. I was not aware of the mine checks. It does make sense as time goes on as more roads and railroads are built, the number of units moving and tiles checked goes up exponentially!! I hope you can migrate this and will keep watch.
One other thing I've noticed deals with the resources. I know early on, you can plant corn, wheat, and rice. As I understand it, if the tile you are planting on has another resource allocated to it (which you cannot see like oil, aluminum, etc), the resource is overwritten in favor of the corn, rice, or wheat. As a result, I dont do any planting until I get into the later stages of the game when I can see most of the world resources.
However, one thing I have noticed in the later stages of game and is a complete lack of the later resources; aluminum, uranium, oil (especially), and titanium (have yet to see a game with it). I am wondering if all the AI planting is eliminating many of these "important" resources.
I am not sure how you can work around this or even allow a player to have a warning message when he is about to overwrite a resource that they cannot see yet. I would love to use the planting feature right off the bat when I get it, but I fear destroying a more precious resource. It would to help to know something is there and allow us to use the planting feature.
Orion,
I posted this in the Modpacks folder, but have not seen a response.
Been playing your mod a few times now and, yes, I have noticed the perfomance hit. Normally, I would have subscribed it to playing a large map and too many units. I was not aware of the mine checks. It does make sense as time goes on as more roads and railroads are built, the number of units moving and tiles checked goes up exponentially!! I hope you can migrate this and will keep watch.
One other thing I've noticed deals with the resources. I know early on, you can plant corn, wheat, and rice. As I understand it, if the tile you are planting on has another resource allocated to it (which you cannot see like oil, aluminum, etc), the resource is overwritten in favor of the corn, rice, or wheat. As a result, I dont do any planting until I get into the later stages of the game when I can see most of the world resources.
However, one thing I have noticed in the later stages of game and is a complete lack of the later resources; aluminum, uranium, oil (especially), and titanium (have yet to see a game with it). I am wondering if all the AI planting is eliminating many of these "important" resources.
I am not sure how you can work around this or even allow a player to have a warning message when he is about to overwrite a resource that they cannot see yet. I would love to use the planting feature right off the bat when I get it, but I fear destroying a more precious resource. It would to help to know something is there and allow us to use the planting feature.
Looks awesome.
I guess getting the bridge appear always right was quite a hassle, right?
Reference
Looks awesome.
I guess getting the bridge appear always right was quite a hassle, right?
It's time for another progress report for my new SDK mod. This is what I have completed to this moment:
1. Phase1: Merged Better BTS AI with BUG 4.4
2. Phase2: Merged Mountains back in Service
3. Phase3: Merged Dales Combat Mod
4. Phase4: Merged Checkbox Options for numerous mods
5. Phase5: Merged CitySizePrereq Mod
6. Phase6: Merged Immigration Mod and converted associated python callbacks
7. Phase7: Merged Multi-Building Unit Requirement Mod
8. Phase8: Merged New Diplomacy Option Mod
9. Phase9: Merged Better Air Interception Mod
10. Phase10: Merged Inquisitions Mod and converted associated python callbacks
11. Phase11: Merged Limited Religions Mod and converted associated python callbacks
12. Phase12: Merged Water Animals Mod
13. Phase13: Merged Building Civic Prerequisits
14. Phase14: Merged Agriculture and Slavery Mods and converted associated python callbacks
15. Phase15: Merged Petra Monastery and Restricted Missionaries Mods and converted associated python callbacks
16. Phase16: Merged Traits Mod
17. Phase17: Merged Mystery Wonders Mod
18. Phase18: Merged Advanced Diplomacy 2
19. Phase19: Sea Bridge Mod
20. Phase20: DCM 2.0 (SDK Upgrade Fixed by Roamty)
Current Projects in work:
21. Phase21: Mine Warfare
Once we get Mine Warfare completed, then I will merge the rest of OGI and turn out the new mod.
Nice work with all those mergers sofar
I change it to this and it does work too
Code:// Dale - Field Bombard: make sure the unit can bombard start if (GC.isDCM_RANGE_BOMBARD()) { if(getDCMBombRange() < 1) { return false; } } else { } // Dale - Field Bombard: make sure the unit can bombard end
else
{
}
Roamty,
Why do you have an else statment?It doesn't do anything and since it does not return true or false, it might cause a problem.
Code:else { }
I changed it back.
Spoiler :
Code:// Dale - Field Bombard: make sure the unit can bombard start if (GC.isDCM_RANGE_BOMBARD()) { if(getDCMBombRange() < 1) { return false; } } else { // Dale - Field Bombard: the old.... if (bombardTarget(pPlot) == NULL) { return false; } } // Dale - Field Bombard: make sure the unit can bombard end
I'm not a coder. I'm just learning some of this on my own, but do you think this will work with no problems?
Spoiler :
Code:// Dale - Field Bombard: make sure the unit can bombard start if (GC.isDCM_RANGE_BOMBARD()) { if(getDCMBombRange() < 1) { return false; } } // Dale - Field Bombard: make sure the unit can bombard end