OzzyKP
Emperor
What is a tracker? Just any recon unit?Just means that you need to create 4 trackers
What is a tracker? Just any recon unit?Just means that you need to create 4 trackers
I think should be the Austrin Wisp unitsWhat is a tracker? Just any recon unit?
Hey ! dunno why I missed you being back after 2021... that's great newsJust upload a savefile next time and I can take a look at it.
Thanks for posting, that pyreq code is definetly wrong and will cause OOS. I guess it was some workaround because Xtended was not using a modified dll initially.Hi all, glad to see that this mod is still followed up! A couple of months ago I resume to play it with my brother, but due to OOS issue we started to loose some interest. That said, I started to make some bugfix and oos fix without realizing the existence of this thread!
So far after merging AIAutoplay and OOSLogger I think I fix the following OOS:
- [AMURITES] Fix OOS due to Arcane Lacuna promotion not always be removed (canCast triggered in async context)
- [SPELL] reqStunned cause OOS (canCast triggered in async context)
- [EVENTS] Corrected random OOS due to event EVENT_YOUNGER_COUNCIL_1 in which (I assume) <iHappyTurns></iHappyTurns> was returning a random (uninitialized) value. By changing it to <iHappyTurns>0</iHappyTurns> no more on OOS on this event.
I am trying now to debug other OOS but those are more random and could be a little bit more difficult to track down. So I am trying to add more logging and I have also disabled AIAttitude cache (which I see Sephi added) as I saw in logging some small discrepancies and I am not sure if can be tied for some of them.
Eventually I would like to be able to share with you all (if interested of course ) the outcome of such work... once I find where to upload and time to merge with v1.09 of latest Sephi fix.
Very glad that this mod is still followed up, big thanks to everyone who worked really hard on it and big thanks to Sephi still working on it. Still giving after many years a lot of hours of enjoyment!
Hey Calavente, good to see you around. The not so great new is that my graphics card died after 9 years. So I will move to a new system and probably not do civ4 modding for a while atleast. There is tons of old stuff I would have to install just to compile a dll.Hey ! dunno why I missed you being back after 2021... that's great news
if(!pBestUnit->atPlot(pEquipment->plot()))
{
pBestUnit->getGroup()->pushMission(MISSION_MOVE_TO, pMove->getX_INLINE(), pMove->getY_INLINE(),MOVE_DIRECT_ATTACK);
}
//SpyFanatic: there seems to be some async in pushmission as the below code is only run on activeplayer. The other player(s) will run the below code only 1 turn later.
//So to remove an annoying oos let's just put it inside an else statement
else
//if(pBestUnit->atPlot(pEquipment->plot()))
{
Thank you for sharing your work. Please open a new thread and upload it there. Confusion will be minimized if you mention the version number of sephi's tweak that you based on.Now, open question to active users of this forum and especially Sephi: how do you want me to share the outcome of such work? Should I create a separate thread and upload it there? Should I create 2 separate releases?
Waiting to hear your opinions!
Can AI build only Sage district in the capital? Cannot build Noble or Merchant district?- forced to build sage district in capital
Maybe changelog was not so quite self descriptive... it is not that it cannot... I simply tried to find a way to increase research and this was the easiest and simple way to do it. I do not have such programming skills or time to improve the algorithm on the whole, but with some logging enabled during different play I notice that AI general does not build a lot of district and keep research rate to 50% as it is coded to keep always 500 gold on stash. So the general idea was to keep to somehow force the AI to build district based on city specialization, but to force Sage District in Capital so to maximize reasearch. The original code allows AI to build whatever district, but it seems that it does not prioritize it.Thank you for sharing your work. Please open a new thread and upload it there. Confusion will be minimized if you mention the version number of sephi's tweak that you based on.
I have a question.
Can AI build only Sage district in the capital? Cannot build Noble or Merchant district?
oh, nice catch. Either pushMission triggers a command which are executed asynchronously or there is a bug in it and it uses an activeplayer check. civ4 uses c++ but is coded more like basic, making the simple easy but the complex very unintuitive.I do not understand why the commented if is generating the OOS, I assume maybe pushMission is executing asynchronously among different PC? Replacing it with an else should delay the pickup of the equipment by the AI of 1 turn (at least this is what I saw during test sessions).
def effectBleeding(caster):
if caster.getDamage() > 0:
caster.doDamageNoCaster(10, 100, gc.getInfoTypeForString('DAMAGE_PHYSICAL'), false)