So far, so close...

That's good ideas - any known bugs?

Besides, that the AI has sure some problems, and the impact on performance, units can be "captured" on a plot, when one of your cities is captured/razed, or when a open borders agreement is cancelled.

Because of the code-optimation for the performance, there's a small chance, that you get a false negative answer. This means, that you cannot walk on a plot, but you should. This could only happen, when you have "strange" borders, because of a war in a very cultured area.

The first thing has to be changed, the second is only a minor thing, and it's needed for the performance.
 
Besides, that the AI has sure some problems, and the impact on performance, units can be "captured" on a plot, when one of your cities is captured/razed, or when a open borders agreement is cancelled.

Do you have any ideas for the problem?

I have one more suggestion: make the “load ship” and the “attack city” movements free of restrictions.

Do you have any recommendations about merge that component with a MOD?
 
Do you have any ideas for the problem?

For the first part yes, i just did not have any time to work on it in the last two weeks, and i don't know, if i can do it this weekdend.

I have one more suggestion: make the “load ship” and the “attack city” movements free of restrictions.

The "load ship" movement should be free atm :confused:.

Do you have any recommendations about merge that component with a MOD?

First: I did not comment anything in the python file, so it's maybe a bit difficult to merge.
Search for "cannotmove" to find it.


Recommendations: If you want to add it, then it's better, that the mod does not have bigger map sizes then the normal ones, because more units (there ares sure more on bigger maps) will slow it down.
 
Sorry, i forgot that :blush:.
I've tested it at the beginning, and the barbs seemed to be free, but that was because you can't move your units without restrictions before you found your first city.

I've attached the version with the change, all barbmovement is now free.
I've also commented the code a bit.

Didn't have the time to fix the problem, if cities are captured or open borders are cancelled, i do not have the time to do it now, sorry :(.
 

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One more suggestion: the combination “Paper Tech + Open Border” should only works if you already know the square. So, if you make a city in the new world, the others civilizations could only use that as base point if they describe it (or change maps).



I have installed this component in my MOD, I would be happy if you try it. :)
 
One more suggestion: the combination “Paper Tech + Open Border” should only works if you already know the square. So, if you make a city in the new world, the others civilizations could only use that as base point if they describe it (or change maps).

:hmm: you mean, that a player shouldn't be able to move a unit, if he doesn't know, if he is in the radius of a unknown city?

Good idea, but maybe very difficult
I can check very easy, if the plot is revealed.
But that would also allow you to move, if the plot has been revealed to you by an old map, and a civ as build a city there, but you don't know the city.
Not sure, if that's doable at all.
I'll check it out tomorrow, but i can't promise anything.


I have installed this component in my MOD, I would be happy if you try it. :)

Already seen ;).
I'll download it, but i'll probably not be able to play a game.
 
Baah, what i guessed yesterday :mad:.

I can check, if the plot is revealed, but i can't check, if the mapstatus is right.
So if you have an old map, and somebody founds a city there, which you can't see, you'll be able to move around it.

Can't do more :dunno:.
 

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This looks pretty interesting; I could add it to WoL.

How stable is the latest version so far?

Also, a suggestion:

Perhaps instead of forcing a unit to be unable to move past a certain point, instead make them lose health, until they eventually die. That way, it makes this less restricting the player, while it gives them a strategic choice - explore new territories and resources, or risk losing a unit. There could even be a Supply Wagon or Caravan unit, researchable in maybe the Medieval era, that allows a unit to heal outside its territory, thus allowing units to explore much more easily.
 
This looks pretty interesting; I could add it to WoL.

How stable is the latest version so far?

Define "stable" ;).
No problems with stability, only the "bug", that units will be captured on a plot, when somebody cancels on open borders agreement.


But like already said: I really do not suggest adding it to a big (WoL is big) mod. It decreases the performace, especially in the middle ages.


Also, a suggestion:

Perhaps instead of forcing a unit to be unable to move past a certain point, instead make them lose health, until they eventually die. That way, it makes this less restricting the player, while it gives them a strategic choice - explore new territories and resources, or risk losing a unit. There could even be a Supply Wagon or Caravan unit, researchable in maybe the Medieval era, that allows a unit to heal outside its territory, thus allowing units to explore much more easily.

:hmm: interesting suggestion.

This way would increase the performance, because the AI would not recalculate the paths, when it reaches the movement "border".
But i guess, this would completly cripple the AI. The AI would move a unit an a plot far away, where it loses health, and then the unit would sit there, until it heals. Depending on the heal-rate, it would maybe survive, then the AI would move on the next plot, where the unit eventually dies.
-> I don't think, it's a practicable solution. It would need some AI adjustment. I'm not sure, if it can done this way in python :dunno:.
I'm a bit busy atm, bump it in 3 weeks again, i'll have a bit more time then.
 
It would be quite a lot of work, and I do respect your need for some time - you seemed to have put a lot of work into it.

But I think a "modcomp" like this is a really really nice idea that needs to be stuffed into some good mods, and if you say that the "losing health" concept would have better performance, then I think maybe that'd be the better idea.

However, it seems that if you want the AI to know how to use it, that'd probably mean using the SDK, right? So I guess it's kind of impossible in python to tell the AI not to move units beyond a certain point and get themselves killed?
 
However, it seems that if you want the AI to know how to use it, that'd probably mean using the SDK, right? So I guess it's kind of impossible in python to tell the AI not to move units beyond a certain point and get themselves killed?

err...yes, that's a bit the problem.
But the distance from plots, where the unit is unaffected, could be calculated, and when the health reaches a certain point, the unit could be forced to walk back.
But serveral things have to be tested:
- How much health?
- What distance?
- Will the AI just move the units right back in the direction?
- If yes: How much plots do i have to force the unit?
- Will this maybe slow down the game again?
etc, etc.

The testing and adjusting needs probably the most time, which i do not have atm. I'll have more time next month, then i'll look at it again.
 
Yeah, I can see how this might be harder to impliment given how less powerful Python is compared to SDK. But I applaud your efforts at doing this however, and will patiently wait until you make the next version. :)
 
I think the City Attack must be free of restrictions. Some reasons:

- Sometimes (in very mixed cultural borders) the calculations don’t work very well and your unit cannot go to a square that it should go. It is special frustrating when you cannot attack a city.

- It will make possible the tactics of “unload the ship + city attack” in other continents.
 
Mmmmh, the calculation should only fail, if you have very strange borders, for example if you have a one-square-strip somewhere.
Do you have a picture?

But good point.
I'll take a short look at it tomorrow, it should be so easy like you said.
 
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