hey,
i merged your PR's,
i guess i need to recompile the dll .
will do it very soon, no worries.
i havent had time to check - for now game load fine?
Pie provided me with an initial dll wishlist:
-) new Mission: drive out religion
Missionaries can remove religions from a city. Up to now, that's a special unit in PAE, that should be merged with the normal missionary.
kmod implements some chance, that failing missionaries can remove another religion from the city. That should be disabled.
ok,
though adding a new mission by dll might be complicated to me - cant we use PlatyPing mods for that? or orion ?
in cvunit - i guess maybe removing this should handle it.
// K-Mod. Instead of simply failing, give some chance of removing one of the existing religions.
std::vector<std:
air<int, ReligionTypes> > rankedReligions;
int iRandomWeight = GC.getDefineINT("RELIGION_INFLUENCE_RANDOM_WEIGHT");
-) Generals should only defend, if they are the most healthy (not only strongest) unit in the stack (lead from behind, if you will)
might be easy, some unit fn like best defender chooses who to defend with, GG can be excluded for last or something.
-) Population numbers. Such that Pop 5 doesn't mean 500'000 people in a city. Pop 1 around 500 people, Pop 6 around 50.000. Pop 25 close to 1 M.
Previously: Pop^2.8 *1000.
Suggestion: round(Pop^2.8) * 100 + 400 yields Pop1: 500, Pop6: 15500, Pop25: 821200.
Alternative: round(Pop^2.09)* 1200 - 700 yields Pop1:500, Pop6: 49700, Pop25: 1001300.
For the first version I'll put up a PR. I like the slower start with 500, 1100, 2600, 5300, 9500, 15500 vs. 500, 4100, 11300, 20900, 34100, 49700.
i saw the cvcity calc change you did, i wonder , why is it like this in PAE?
-) Forts in enemy territory: defensive bonus for whomever is occupying it. Currently, PAE modifies the plot culture to change the ownership accordingly.
-) Forts and lookout towers with +1 vision range for units on them. Currently, a promotion is given dynamically onUnitMove.
i cant merge in super forts, with all its possibilities if you want:
visibality range, bombardment, ai code for placing forts, ranged culture, unique improvement per x tiles.
-) Ice on water: should be accessible to land units and not for ships (except for submarines, which PAE does not have).
Something like a "FeatureMakesValid" tag for movement?
can easily be done i think.
i got movable mountains over my mod, i guess same could be applied for ice.
-) Terrain: Desert, swamp and tundra should cause damage. Low priority feature. Already implemented in the old project and could be merged.
another code i have ready in my mod - uses the LadiesOgre code.
i havent used it, but i maintain its code.
-) UnitClassType: Chariot: should not be able to move through the woods (forest, dense, jungle; but savanna is ok). Any road enables movement. Optionally the same for heavy siege weapons.
How could the AI cope with such a rule? Path finding is so far no part of their production planning, I guess.
i guess the path uses check for movable tile, so just placing false to those specific terrain/features, will do the trick.
-) Unit religion: each unit is assigned (statically) a religion based on the city where they were recruited. If two units meet on the battlefield who share the same religion, it might happen that they refuse to fight each other, or one side might defect.
As written before, that's also at least partly implemented in the old project
sounds complicated for me to handle.
i know of some old python mods in existence, but maybe use the PAE code.
so anyway,
let me know when do you think the merge stage of kmod is done and the convert code part begins. feel free to task me with assignments and prioritize what you want first.
at your service,