Orions Mod Collection

Ah I see, waiting to use it for my own personal mod :D
 
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

Current Projects in work:

19. Phase19: Bridge Mod
20. Phase20: Mine Warfare

Once we get Mine Warfare completed, then I will merge the rest of OGI and turn out the new mod.
 
Orion,

I posted this in the Modpacks folder, but have no seen a response. I placed this here just for your consideration.

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.

Just my 2 cents worth! Keep up the good work!
 
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.

You can see my progress on the SDK changes above. I have successfully converted all but one of the python callbacks into SDK; leaving only one major mod, with a callback, left to convert: Mine Warfare. I haven't played a late game yet, where I haven't had titanium. I will relook at the Agriculture mod, but if you use smartmap correctly, there should be plenty of the late game resources around.
 
The Sea Bridge Mod

Ever wanted to build a Sea Bridge to allow land units to cross over coastal water plots to a nearby island? Now you can! The Sea Bridge requires Physics and a coastal plot that is between two land plots. A workboat will take several turns to build a Sea Bridge and will be consumed. The SDK change files are included and should be an easy merge into your own special mod. :D

See first post for the download link.
 
Looks awesome :goodjob:.
I guess getting the bridge appear always right was quite a hassle, right?

Yes. It appears correctly Vertically or Horizontally. If you create a diagnal bridge, the bridge looks like it goes out to the middle of the water; although, it would still function correctly. It's not perfect, but it works.

Correction: The Sea Bridge only "appears" properly vertically. Guess I have more work to do.
 
Looks awesome :goodjob:.
I guess getting the bridge appear always right was quite a hassle, right?

SeaBridge Mod ver 1.0 has been released. I have now fixed the bridge appearance issue, thanks to the help I received from hrochland. There are more example images to show the capability of selecting the correct bridge direction icon and an extreme example showing 8 bridges from one island plot. The SeaBridge mod ver 1.0 is now complete and ready for download. See first page for the link.
 
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.
 
Problem with the Limited Religions Mod
if you start the game with the Renaissance, the religion itself does not spread as it should be (6 turn)
 
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 did one last change in CvUnit.cpp


I remove
// Dale - Field Bombard: the old....
if (bombardTarget(pPlot) == NULL)
{
return false;
}


In CvUnit.cpp my final change

// Dale - Field Bombard: make sure the unit can bombard
if (GC.isDCM_RANGE_BOMBARD())
{
if(getDCMBombRange() < 1)
{
return false;
}
}
else
{
// Dale - Field Bombard: the old....
if (bombardTarget(pPlot) == NULL)
{
return false;
}
}

I change it to this and it does work too

// 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






CIV4BasicInfoSchema and CIV4DCMConceptInfos can be remove I see you are not using DCMConcept
in the SDK so I added the DCMConcepts to CIV4NewConceptInfos
 
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

Roamty,

Why do you have an else statment? :confused: It doesn't do anything and since it does not return true or false, it might cause a problem.

Code:
	else 
	{
	}
 
Roamty,

Why do you have an else statment? :confused: It doesn't do anything and since it does not return true or false, it might cause a problem.

Code:
	else 
	{
	}


I change it back

// 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'am not a coder I'am just learning some of this on my own, but do you think this will work with no problems

// 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
 
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

It looks good and should compile. It might even finish a game with AI Autoplay. However, the only way to know for sure that it works is to test the code out with each of the Siege units.
 
Sup Orion,

Just giving this a bump and looking to see what the progress is like. I liked the 255E and will look forward to this one as soon as it's ready.
 
With so many choices and decisions to make, 255E is a lot of fun. The new version will be even better, but is proceeding slowly. Mine Warfare is the crown jewel for this next release and I want to get the conversion of the SDK done right. I'm waiting on the historian to get back from travel to discuss a couple of new issues related to combat. The completion of Mine warfare should end all of the major SDK work and allow me to merge the remaining XML and Python mods. Testing will be next and pending success, I will then release my new master piece for all to play.
 
This is a status update on the conversion of Mine Warfare to SDK. Work has been slow and difficult. However, yesterday marked a major break through on the core functionality of Mine Warfare. The execution of a function to detonate a mine is now working nicely. There is a sub function which determines the risk value for complete destruction of the unit that gets attacked by the mine and there is another function for determining the damage inflicted, if the unit is not destroyed. Both of these sub functions take into account the type of mine and the era of the unit being attacked. Then we roll the dice to determine the result.

The Sweeper code is also working. A major improvement is that the detection and removal of a mine runs automatically instead of manually. If the sweeper lands on a plot with a mine, the SDK code takes over and runs a function to determine the chance for removal of the mine. Failure results in the sweeper being subject to the destruction or damage functions, which take into account the detection promotions of the sweeper in addition to all the other factors listed above.

The initial results are promising, with explosions producing a wide variety of damaged and destroyed units. There are some details left to be worked out, but the fundamentals of the SDK version of Mine Warfare are now complete. :) More to come...
 
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