Orions Mod Collection

At this moment Mine Warfare has 30 files modified extensively in the SDK. Performance is outstanding. Mine dispersion has been optimized. The Sweeper code is working, but needs tweaking for optimum AI sweeper dispersion. 90% of the work on this mod is to make the AI a formidable opponent. The scan function is now working for all plots within a 3 plot range from the Sweeper. If there is an enemy mine on any of these plots, the plot will appear with a red identifier to allow human players to go after the detected enemy mine. (You have got to love that!) The AI goes after detected mines automatically. We have plans to add separate distinct sounds for mine fields and nuclear mines. I had a test game going and after turn 700, there were 1 to 3 mine detonations occurring every turn and sweepers were removing a mine every couple of rounds. Its all starting to come together and it won't be long until I start porting everything over into my new SDK project (i.e. the next major release of OGI).
 
FYI: Carried over from the Inquisition thread, which should have been here all along.

Time for another status update. Mines can now enter foriegn territory if the two players are at war. Code specifically prevents mines from arming within 2 plots of any enemy city. Again, you can only arm the mine outside the 2 plot radius of an enemy city and only if you are at war. When a human player's mine detonates, the plot is given a detonation label to help see the result of mine combat. The AI sweeper code is very effective at scanning and removing mines. After extensive play testing, several difficult to find bugs were all fixed. In the late game on a huge map, multiple mine explosions and sweeper actions were taking place for every civ on every turn. I now consider the SDK version of mine warfare to be complete and the next step is to merge it with my new OGI project. Finally! The amount of hours spent on this project has been enormous. The race is on to complete the entire project in time for Thanksgiving. A tall order, but I believe it is achievable.

If the Mine Warfare Project is complete and not merged yet, is it possible to release it or let us get our hands on it as an attachment?:)
I have done so with all of my mods up to this point. There are 37 new SDK functions to make Mine Warfare work and most importantly to make the AI know how to use it very effectively. Since this version of Mine Warfare revolutionizes the game in such a big way, I have decided to make it the carrot to encourage people to play the ultimate game of Civ4, OGI (IMHO). The Mine warfare SDK code is well documented and could be extracted, if you really want it. So, to build up the excitement for OGI, I will not release the stand alone SDK version of Mine Warfare at this time. You will have to wait until OGI is released to get your hands on the SDK. I appologize, but this idea was recommended to me by the historian to foster excitement and encourage people to play OGI.

BTW, I ran another interesting test. I wanted to determine what would occur first on a plot, combat or the detonation of a mine. It turns out that combat occurs first and then the detonation of the mine. So if you attack an enemy unit that sits on a plot with an enemy mine; combat with the unit on the plot occurs first. If you loose, the enemy mine does not detonate. If you win combat, then the mine will be detonated. So, if the attacking unit suffers damage from combat, it will still suffer more damage or even destruction from the detonation of the enemy mine after combat. This sets up an interesting tactic to lure a would be attacker to a mine plot by sentrying an old weaker unit on the plot. The strategy in Mine Warfare is endless!

Now that makes mine warfare sound interesting and exciting! So I can use some obsolete units to thwart enemy minesweeper units and to draw advanced enemy units to their doom? :mischief::spear::high5:

The obsolete units won't thwart the Mine Sweeper, as it is invisible and can perform it's mission, unhindered by any other units that may exist on a plot. The sweeper either succeeds or fails. Failure to remove the mine results in the destruction of the sweeper. The obsolete units are good for luring advanced enemy units, as you say to their doom.
 
Hello OV,

Did you ever finish the Icebreaker mod?

The difficulty of Mine Warfare has cost me months of time and work. But it was worth it, as Mine sweepers effectively hunt and remove enemy mines. The good news for the Ice breaker mod is that the SDK from Mine Warfare can be used as a basis for the AI to use Ice Breakers. I'm excited about it and you will see it, when the new version of OGI is released. I plan on releasing an Icebreaker mod update at that time.
 
The difficulty of Mine Warfare has cost me months of time and work. But it was worth it, as Mine sweepers effectively hunt and remove enemy mines. The good news for the Ice breaker mod is that the SDK from Mine Warfare can be used as a basis for the AI to use Ice Breakers. I'm excited about it and you will see it, when the new version of OGI is released. I plan on releasing an Icebreaker mod update at that time.
That's good news!
I hope to see the Icebreaker mod also as a standalone mod :goodjob:
 
After 3 long days of hard work, I'm still making minor adjustments to make the AI smarter. But the important fact is that Mine Warfare has been successfully integrated into my new mod, as Phase 21. What a relief it is to know that it's actually going to work. :) Next on my SDK to add list is the combined forces mod followed by the Ice Breaker mod and the diplomat mod. All of these mods will be migrated into the SDK, to improve overall game performance and AI capability. Progress is on schedule for my planned release of the new version of OGI in November 2012.
 
Phase 22 is now complete. I was going to migrate all of the combined forces mod into the SDK, but I decided to rewrite most of the python instead. Some of the code has moved to the SDK, but not much. The result is Outstanding, as it is leaner and performs much faster than the older version. I also solved the unit selection bug, so you can select any unit on the list, without fear of crashing the code. It now works as it should have all along. :)

The Mine Warfare SDK now takes into consideration the combined forces special units to determine approprate damage or destruction values.

Next on the list is the Ice breaker mod. I'm going to make the AI use icebreaker units.
 
I have successfully migrated most of the Ice Breaker Mod to the SDK. The Hybrid version is superior in every way to my previous Python version. AI Ice Breakers now look for the nearest qualified ice plot, sets a path to the plot and removes the ice. If the nearest qualified ice plot is in the south and the Ice Breaker is in the north, no problem. The AI Ice Breaker will set a path to the plot in the south and start removing ice down there. Maintaining my desire to give users a choice, there is a checkbox game option for using Ice Breaker units or not. I have one more function to develop to help the AI determine if it really needs an Ice Breaker, which at this point, should be very easy to create. This is going to be a quality mod, when it is released. :D
 
That's good news!
I hope to see the Icebreaker mod also as a standalone mod :goodjob:

The Ice Breaker Mod (Hybrid Version)

The Ice Breaker Mod (Hybrid Version) has been released. It is a stand alone mod. See 1st page for download link.

Next on my list is: The Siege Tower mod! -- Almost forgot about this one.

Enjoy,


Orion Veteran :cool:
 
Great!
The Realism Invictus team might also be interested in this
 
FAssertMsg(m_paiHasCorporationCount==NULL, "about to leak memory, CvPlayer::m_paiHasReligionCount");




FAssertMsg(m_paiHasCorporationCount==NULL, "about to leak memory, CvPlayer::m_paiHasCorporationCount");




In CvPlayer.cpp you might want to change to this Unofficial 3.19 fix

and great work with what you are doing with the sdk changes I thank you for your hard work
 
FAssertMsg(m_paiHasCorporationCount==NULL, "about to leak memory, CvPlayer::m_paiHasReligionCount");




FAssertMsg(m_paiHasCorporationCount==NULL, "about to leak memory, CvPlayer::m_paiHasCorporationCount");




In CvPlayer.cpp you might want to change to this Unofficial 3.19 fix

and great work with what you are doing with the sdk changes I thank you for your hard work

Thanks for the tip!
 
While working on the merge of Siege units, I discovered that I needed the traits and Leaderheads completed before I could move on with the merge of some of the bigger mods. With most of the SDK done, I'm on the downhill side of development and I successfully merged the following mods into the new OGI mod pack.

Phase 23 Icebreaker
Phase 24 Siege Units and traits
Phase 25 Leaderheads

Next on the merge list is Civillizations: The Trojans and the Huns. The mod is growing rapidly, as I continue my march towards the planned release date this November.
 
The race is on to get the remaining mods in before November.

I have successfully added the following:

1. 2 Civillizations: The Trojans and the Huns. The installation is a lot cleaner and performs better.

2. New art for many of the Trojan units.

3. 1 Additional leaderhead for the Trojans: King Priam

4. SDK: The Game Fonts Mod (Which allows me to add multiple resources with ease.)

5. All resources from OGI plus a new resource: Turkeys (I might add more!)

With resources installed, its time to add some of the big mods (Aviation, Naval and the Tank Mod). I'm getting excited, as I can see the light at the end of the tunnel. :)
 
Still looking forward to this, mate. Keep up the good work.
Please hurry. I It's hard to finish a game of the old OGI because it hangs so long at the end.
 
Since you have bridge mod,
Can you add causeway also?

It is more early than bridge, connects landmasses but makes water tile impassable by water units.

Alexander the great built causeway during the siege of Tyre
He captured that city thanks to it.
 
Still looking forward to this, mate. Keep up the good work.
Please hurry. I It's hard to finish a game of the old OGI because it hangs so long at the end.

I understand about the end game performance issue. That's why I took on this ambitious SDK project to rebuild OGI. The new SDK changes have fixed the Mine warfare performance issue and there will be no python callbacks either. This has greatly improved game play performance.

The merge of the Navy and aviation mods are complete. I have added end game bonus techs, 25 of them! Each of these future techs will provide progressively greater output increases in food, gold, hammers, science and spying respectively. As you progress down any one of the 5 tech areas, the next tech in the tree will cost double, and the next one double that, and so on until you get to level 5. Additionally, new units will receive a free promotion. Each tech has a different promotion to offer. I think these future techs will make the end game far more interesting and hasten the end of the game. Next on the agenda is the tank mod and so much more. Again, my goal is to release the mod in time for Thanksgiving. We shall see if I can get it all done and tested in time.
 
Since you have bridge mod,
Can you add causeway also?

It is more early than bridge, connects landmasses but makes water tile impassable by water units.

Alexander the great built causeway during the siege of Tyre
He captured that city thanks to it.

That would require a different approach, since basically you are turning a water tile into a land tile.
 
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