SDK Component Requests:

#1 Please update the first post :). The obsolescence of that post is glaring. No rush though :D.

#2 Requests incoming:
Create a new Explore button but with specific automatic missions. Let me explain by each unit types. And reasoning is that this mod, Rise of Mankind, have way too many, many units to micromanage.

For sea units, new button should send my selected ships to search and destroy enemy's sea improvements. Another button or even the same button should send selected sea unit to search and destroy enemy ships if odds are in favor of my automated unit. The same button should work for submarines mostly but can apply to any sea units.

For air units, the bomber units I select should automatically search out any enemy city to bomb automatically if any is in range of my civilization.

Land units should be automated to search out and destroy enemy's improvements (pillage) and also to search out and destroy enemy's units if odds are in favor of my automated units. That should work mostly for fast moving horse units, fast moving wheeled and tracked units but still will apply to any land units.

These would help a lot in reducing micromanaging this BIG mod :).
 
Okay, those are all excellent ideas. I will add them, I just need some good button art.
 
in the world of today, many diplomatic relations go better or worse because of energy sources such as natural gas. countries are made to do certain things with the power of energy diplomacy. and who knows what kind of wars will occur because of these sources.
so maybe gas pipelines can be built between cities and eventually countries (like sea tunnels). there can be a natural gas source in the game as well as oil.
 
#1 Please update the first post :). The obsolescence of that post is glaring. No rush though :D.

#2 Requests incoming:
Create a new Explore button but with specific automatic missions. Let me explain by each unit types. And reasoning is that this mod, Rise of Mankind, have way too many, many units to micromanage.

For sea units, new button should send my selected ships to search and destroy enemy's sea improvements. Another button or even the same button should send selected sea unit to search and destroy enemy ships if odds are in favor of my automated unit. The same button should work for submarines mostly but can apply to any sea units.

For air units, the bomber units I select should automatically search out any enemy city to bomb automatically if any is in range of my civilization.

Land units should be automated to search out and destroy enemy's improvements (pillage) and also to search out and destroy enemy's units if odds are in favor of my automated units. That should work mostly for fast moving horse units, fast moving wheeled and tracked units but still will apply to any land units.

These would help a lot in reducing micromanaging this BIG mod :).

You know, I have always wanted a "Do piracy" button for my privateers ;).
 
Automate Pillaging is working, and I'm thinking there's a lot more military actions that could be automated successfully. Anyone want to work up some 64x64 dds icons? ;)
 
Automate Pillaging is working, and I'm thinking there's a lot more military actions that could be automated successfully. Anyone want to work up some 64x64 dds icons? ;)

Great.

Only other auto button I would like for all units is Search and Destroy. It is a button where unit wander around until it find an enemy (barbarian, minor, or civ you are at war with) and kill it. Make sure to code in decision making process where unit see if odds is 51% or better before attacking the enemy unit (your decision what odds to use, really :)).

Actually, I was hoping that both Pillage and Search and Kill are both together in one button. Because an unit can wander and pillage until it see an enemy unit it can attack.

Also, it is possible you already know it, but just in case, be sure to turn off that button if a civ I'm at war with is changed to civ I'm at peace with. Similar to exploring unit being booted out of civ's border if it don't have "Open Border" or "Right of Passage" agreement. There are obvious exceptions, of course. Barbarians and minor civs because we are ALWAYS at war with them. Otherwise, auto-pillage/s&k button should work anywhere there is an enemy to be found.

EDIT: And for art, what about this button:
View attachment 255002
I can't do DDS but if you like this, go ahead and use it. Found it on Google Image :).
 
Search and Kill might work better as a "Hunt" option where the unit automatically seeks out units you are currently at war with, but stops Hunting when it is within range of one, giving you the option to chase it down and hack it to bits or not.

EDIT: And I'd want options to make it Hunt in an aimless random fashion, much like they explore now, or Hunt near my cultural borders without straying too far - basically to act as roving anti-barb patrols.
 
Search and Kill might work better as a "Hunt" option where the unit automatically seeks out units you are currently at war with, but stops Hunting when it is within range of one, giving you the option to chase it down and hack it to bits or not.

EDIT: And I'd want options to make it Hunt in an aimless random fashion, much like they explore now, or Hunt near my cultural borders without straying too far - basically to act as roving anti-barb patrols.

Patrol would be a good one for all domains, especially if we could set the points of the patrol area. Having your fighters patrol the boarder would keep you updated on troop movements in your neighbourhood and sea patrols would stop amadas sneeking up on you.
 
Okay, those are all excellent ideas. I will add them, I just need some good button art.

please please please provide a modcomp with all of them (and the code). :)


also, how to give explore button to great spys?
 
Seem like three new buttons so far:

Pillage - Search and destroy enemy's improvements.

Hunt - Search and kill enemy units if odds are in favor of attacking automated unit.

Active Patrol - Search and destroy enemy units but stay in a limited range of your civ, and even straying inside your civ as well. (Said active because there is already Patrol Button for sea units so want to differentiate this from that button. :))

That sums up our discussion so far? Doable, Afforess, too?
 
Seem like three new buttons so far:

Pillage - Search and destroy enemy's improvements.

Hunt - Search and kill enemy units if odds are in favor of attacking automated unit.

Active Patrol - Search and destroy enemy units but stay in a limited range of your civ, and even straying inside your civ as well. (Said active because there is already Patrol Button for sea units so want to differentiate this from that button. :))

That sums up our discussion so far? Doable, Afforess, too?

I did that, and one better:

Automate Pillage - The AI seeks out and tries to find Improvements to pillage. If none are in sight, the unit will explore.

Automated Pillage also has two player options.
-Ignore Safety: Will pillage improvements even when near enemy troops
-Ignore Barbarians: Will not try to pillage Barbarian improvements

Automate Hunt - The unit will explore and search out enemy units. It will attack when odds are in favor of winning, heal when wounded, or explore when no enemies exist.

Automated City Defense - The unit will fortify in the city, but leave when enemies approach, and attempt to attack them, if the odds are in favor. Otherwise, it will return to the city.

Automated Border Patrol - The unit will roam around the borders, never straying outside too far, and kill enemy units that threaten you. It will heal when damaged.

Any other Automations that are needed? I've already finished these 4. ;)
 
I did that, and one better:

Automate Pillage - The AI seeks out and tries to find Improvements to pillage. If none are in sight, the unit will explore.

Automated Pillage also has two player options.
-Ignore Safety: Will pillage improvements even when near enemy troops
-Ignore Barbarians: Will not try to pillage Barbarian improvements

Automate Hunt - The unit will explore and search out enemy units. It will attack when odds are in favor of winning, heal when wounded, or explore when no enemies exist.

Automated City Defense - The unit will fortify in the city, but leave when enemies approach, and attempt to attack them, if the odds are in favor. Otherwise, it will return to the city.

Automated Border Patrol - The unit will roam around the borders, never straying outside too far, and kill enemy units that threaten you. It will heal when damaged.

Any other Automations that are needed? I've already finished these 4. ;)


Now these sound great, its funny no one else has done this before, this will improve the game QUALITY alot more. ''These need to be incorporated into Firaxis. Especially the bottom two.
 
I did that, and one better:

Automate Pillage - The AI seeks out and tries to find Improvements to pillage. If none are in sight, the unit will explore.

Automated Pillage also has two player options.
-Ignore Safety: Will pillage improvements even when near enemy troops
-Ignore Barbarians: Will not try to pillage Barbarian improvements

Automate Hunt - The unit will explore and search out enemy units. It will attack when odds are in favor of winning, heal when wounded, or explore when no enemies exist.

Automated City Defense - The unit will fortify in the city, but leave when enemies approach, and attempt to attack them, if the odds are in favor. Otherwise, it will return to the city.

Automated Border Patrol - The unit will roam around the borders, never straying outside too far, and kill enemy units that threaten you. It will heal when damaged.

Any other Automations that are needed? I've already finished these 4. ;)

My man, if these applies to all types of domains in one way or another, then you just distilled and pumped my ideas into a brilliant system! I see no more buttons needed! What is left are doable by human players now! Now I'm definitely going to play the first revision that have these buttons! :D
 
They all work for land and sea, and are untested with air. I've mostly tuned them for land use, but there is one more action I want to add, special, for privateers.
 
Anyways ive done some buttons for the 4 options, not sure wether you guys did it yet, hope its okay:) below is a preview of the 4 option buttons/Icons.

Attached you will find the actuall .dds files named it appropriately






------------- Attachments --------------
View attachment buttons.rar
 
Okay, I can add both. The first for buildings, the second for units, right?
 
Hydro, I lied, there already is FeaturePassableTechs in Unit XML, I just never saw them used before. Here's an example:

Code:
			<FeaturePassableTechs>
				<FeaturePassableTech>
					<FeatureType>FEATURE_FOREST</FeatureType>
					<PassableTech>TECH_ASTRONOMY</PassableTech>
				</FeaturePassableTech>
			</FeaturePassableTechs>

I added the PrereqOrFeature tag to Buildings in 1.74.
 
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