SDK Component Requests:

Because I have a limited time to learn, I'm requesting GameSpeed scaled xml tag for units' movement points.
Then please provide me with the schema and the tell me where I should put the tag in my xml file.

It would be much appreciated! :)
 
Ok So for the Transportation Mod I need the ability to do the following ...

Yield Changes per River Tile in City Radius
Yield Changes per Road Tile in City Radius
Yield Changes per Paved Road Tile in City Radius
Yield Changes per Railroad Tile in City Radius
Yield Changes per Monorail Tile in City Radius
Yield Changes per Highway Tile in City Radius
Yield Changes per Jump Plane Tile in City Radius

Also if possible could you have it work with it linked to an enabled tech too? Such as ..

+1 Commerce per Highway Tile with "Automated Traffic" tech.
 
Ok So for the Transportation Mod I need the ability to do the following ...

Yield Changes per River Tile in City Radius
Yield Changes per Road Tile in City Radius
Yield Changes per Paved Road Tile in City Radius
Yield Changes per Railroad Tile in City Radius
Yield Changes per Monorail Tile in City Radius
Yield Changes per Highway Tile in City Radius
Yield Changes per Jump Plane Tile in City Radius

Also if possible could you have it work with it linked to an enabled tech too? Such as ..

+1 Commerce per Highway Tile with "Automated Traffic" tech.

Wait one sec... Do you mean YIELD or COMMERCE? They are very different things. You said yield above, but commerce in your last sentence. (Or do you mean both?)
 
Wait one sec... Do you mean YIELD or COMMERCE? They are very different things. You said yield above, but commerce in your last sentence. (Or do you mean both?)

I mean ...
Code:
			<YieldChanges>
				<iYield>0</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</YieldChanges>

Where you could have ....

Extra Food
Extra Production
Extra Commerce
 
A warning, I know I can add the route yield changes easily enough, but the Tech Route Yield changes... well, that's a 3 dimensional array... should provide me with an interesting challenge.
 
A warning, I know I can add the route yield changes easily enough, but the Tech Route Yield changes... well, that's a 3 dimensional array... should provide me with an interesting challenge.

So I have a working and stable Transportation Mod. Should I wait for this or just give it normal Yield Changes?

EDIT: I think i will go with normal for now and then update the mod later if this gets done. That way I am not siting on a perfectly good mod without sharing it.
 
If I may, I would like to request an SDK feature, part of the now-defunct Air Forces Module (download link). What I would like to see in AND is the "Rebase Range", and a similar feature "Airlift Range". As things are now, Early Fighters have a tiny combat radius, but somehow can rebase all the way across the map, and the instant you build an early airport, you can airlift any unit to any valid city on the map! Quite odd, if you ask me.

To remedy this and add a range cap to rebasing and airlifting is an easy task. I did it myself back in September 2009, when A New Dawn wasn't yet called A New Dawn, but since then the source files have gone through many revisions... Anyway, as the Air Forces Module did, I added to the GlobalDefines "REBASE_RANGE_MODIFIER" (default 2) and "REBASE_MINIMUM_RANGE" (default 6), as well as a "MAX_AIRLIFT_RANGE" (default 20). Then, in CvUnit.cpp, in the function CvUnit::canMoveInto, for case DOMAIN_AIR:, I added two lines, one an if statement checking if the plot is within range or otherwise, and then a return false within the if statement. (The Air Forces module linked above includes sources that demonstrate this, although the code is outdated).

Next, still within CvUnit.cpp, this time under CvUnit::canAirliftAt, I similarly added two more lines, the first an if statement checking if the target plot is beyond the MAX_AIRLIFT_RANGE, and then return false if so.

This worked just as desired in-game, but I felt it was somewhat lacking. What if your planes have been upgraded for in-flight refueling? Then you can airlift anywhere and rebase anywhere! So I encapsulated each of my additions in an additional if statement checking if the player had not yet researched a technology, and only if they had not yet researched it would the range cap be in effect (in my case I chose Supersonic Flight as the range cap remover, as it unlocks the Refuel in Air promotion). Although I did not do so at the time, another GlobalDefine could be used to reference this technology ("TECH_REMOVES_AIRLIFT_RANGE" or some such), or even a check for air units if they have been promoted to Refuel in Air or not.

So, yeah, excuse my wall of text, but I tried to describe my requested additions as well as I could. I have also attached my outdated CvUnit.cpp file, although I'm sure my code is not as good as yours is ;). (Search for "Supercheese" to find the areas in question).
 

Attachments

I have a suggestion:

When you capture a city and there are workers garrisoned there, you get the workers. If the city also has ships in berth, I would like to capture them as well.
 
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