Now that I've solved my pathfinding problem (until we'll find the new bugs it must have generated...), I was able to advance faster on the coding this WE.
First I've converted the functions from RED DLL for BNW to the WWII mod, basically that means that the support fire and counter-fire mechanisms are now coded in C++ instead of Lua, and I've started to code the plot capture mechanism.
Then I've coded two major features, that will require a lot of testing:
- The Max Hit Points value can now be different for each unit, there is a new column <MaxHP> in the Units table to set that.
- I've also changed the limited stacking based on a limit using two different types of unit to a limited stacking based on a total weight per domain, ie the addition of each unit weight (<StackValue> in the units table) on a plot (cities could use different limit)
For testing I've set the plot limit to 100 (reusing "PLOT_UNIT_LIMIT" in the Defines table) and I've set:
"infantry divisions": weight 60, Max HP 400
"divisions": weight 60, Max HP 200 (medium tank, light tank, "elite" infantry & paratroopers)
"regiments": weight 30, Max HP 75 (artilleries, tank destroyer, assault gun, ...)
"heavy regiments": weight 39, Max HP 45 (heavy tank, heavy tank destroyer, ...)
"special forces": weight 20, Max HP 10
The damage are still limited to 20% of max HP, which means you can deal a max of 2 HP of damage per combat to special forces, or 80 HP/combat to an infantry division.
With those values, you can stack 1 "division" and 1 of any "regiment" or 2 "heavy regiments", or 3 "regiments" (that could include 1 "heavy")
See 999- FinalizeRules.sql in R.E.D. WWII Reloaded for an example of configuration that could be modified by any scenario.
There is nothing really playable yet, but tests are already possible on two maps, here are the projects in GitHub, that can be compiled with modbuddy for testing (except the DLL that require MS VS C++):
https://github.com/Gedemon/RED-WWII-Data <- v.6 beta 1 (if you use a gitHub client, you won't have to download everything with each update)
https://github.com/Gedemon/RED-WWII-Reloaded <- this will replace RED WWII Edition when released, it include the compiled DLL
https://github.com/Gedemon/RED-WWII-Test-Map <- small test map to play on with IGE or Firetuner
https://github.com/Gedemon/RED-WWII-World-Map <- It's not ready for edition with the WB yet (we need to add improvements/resources/cities names in the DB first)
https://github.com/Gedemon/Civ5-DLL/tree/RED_WWII <- the DLL (just in case you want to compile your own, rename it to CvGameCore_RED.dll)
First I've converted the functions from RED DLL for BNW to the WWII mod, basically that means that the support fire and counter-fire mechanisms are now coded in C++ instead of Lua, and I've started to code the plot capture mechanism.
Then I've coded two major features, that will require a lot of testing:
- The Max Hit Points value can now be different for each unit, there is a new column <MaxHP> in the Units table to set that.
- I've also changed the limited stacking based on a limit using two different types of unit to a limited stacking based on a total weight per domain, ie the addition of each unit weight (<StackValue> in the units table) on a plot (cities could use different limit)
For testing I've set the plot limit to 100 (reusing "PLOT_UNIT_LIMIT" in the Defines table) and I've set:
"infantry divisions": weight 60, Max HP 400
"divisions": weight 60, Max HP 200 (medium tank, light tank, "elite" infantry & paratroopers)
"regiments": weight 30, Max HP 75 (artilleries, tank destroyer, assault gun, ...)
"heavy regiments": weight 39, Max HP 45 (heavy tank, heavy tank destroyer, ...)
"special forces": weight 20, Max HP 10
The damage are still limited to 20% of max HP, which means you can deal a max of 2 HP of damage per combat to special forces, or 80 HP/combat to an infantry division.
With those values, you can stack 1 "division" and 1 of any "regiment" or 2 "heavy regiments", or 3 "regiments" (that could include 1 "heavy")
See 999- FinalizeRules.sql in R.E.D. WWII Reloaded for an example of configuration that could be modified by any scenario.
There is nothing really playable yet, but tests are already possible on two maps, here are the projects in GitHub, that can be compiled with modbuddy for testing (except the DLL that require MS VS C++):
https://github.com/Gedemon/RED-WWII-Data <- v.6 beta 1 (if you use a gitHub client, you won't have to download everything with each update)
https://github.com/Gedemon/RED-WWII-Reloaded <- this will replace RED WWII Edition when released, it include the compiled DLL
https://github.com/Gedemon/RED-WWII-Test-Map <- small test map to play on with IGE or Firetuner
https://github.com/Gedemon/RED-WWII-World-Map <- It's not ready for edition with the WB yet (we need to add improvements/resources/cities names in the DB first)
https://github.com/Gedemon/Civ5-DLL/tree/RED_WWII <- the DLL (just in case you want to compile your own, rename it to CvGameCore_RED.dll)