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v1.61.0002a (2nd release)

Discussion in 'Civ4 - Community Enchancement Project' started by The Great Apple, May 30, 2006.

  1. The Great Apple

    The Great Apple Big Cheese

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    Right, now the first one is pretty much locked to additions I'd thought I'd start of a thread for the second one.

    I'd quite like to have from everybody who is thinking of contributing a general list of planned changes. It doesn't have to be very detailed - a brief outline with justification will probably do.

    This will allow us to discuss options for implementation, as well as spot any possible conflicts as early as possible. Also, if anybody takes objection to what you are doing, then this can be discussed before you go and code the whole thing.

    Next release will probably be late June/early July, depending on how things are going. It'll almost certainly be the last one before Warlords comes out.

    Given that I may actually be able to get something done for this (I get home ~ 24th) here is my list of proposed changes:


    TGA's Proposed Changes:
    • Attempt to build an AI testing rig so that multiple AI vs AI games can take place with no user interaction, with their performance logged.
    • Work on the City AI, both altering the way the governor works, and improving the AI city calculations. This will be tested to ensure that it is acutally improved using the above testing method.
    • Tweak CvMap::plot(...) to take X and Y wrapping into account
    • Improve CvCityAI::AI_neededDefenders() - reducing the number if the city is well within your borders. Also increasing the number of needed defenders based on a function to determine how likely an attack will be. It is currently based mainly on the city size.
    • Implement some rudementary "rush spotting" code to make the AI perform better against early attacks.
    • Add Teg_Navanis' Unit Statistics mod
     
  2. Impaler[WrG]

    Impaler[WrG] Civ4:Col UI programmer

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    My goals for next release:

    Universal Building Modifer: likly my most ambitious mod so far, it will alow building effects to be modified by Civics, Wonders and Techs (in reality anything can easily be made to plug into it once it works). My plan is to operate it by means of a virtual building piggybacking on a real building. It will should be easily configureble in XML so anyone with half a brain can use it. I see LOTS of mod potential here for remakes of the Oracles "Double the effects of all Temples" and such.

    Backward Compatability: Seeing as of how everyone is so hellbent on backward compatability I am likly going to need to make any future changes backwardcompatable. If SimCutie (who seems to be the expert on this) or anyone else can create a boolean call that will tell us the CCP version durring reading then I would be more then willing to go back and update all my current content with it.

    GameOptions Menu: I see Dale is working on getting this fixed for us (thanks Dale!) but if he should prove unsuccesfull I would want to continue that effort and do what ever digger may be required to make it work.

    Missilanious Improvments: What ever strikes my fancy, I read people ideas on the Forum and often get inspired by them.

    P.S. I just did a little mod to improvements to allow them require another improvment as pre-requisite. I can throw this in version 1 along with by bug fixes, RogerBacaons Flying and Chalids slow Borders once SF is don with initial merging. By the way I already merged 12monkeys content with myown but haven't been able to compile SimCuities changes, it seems he is adding a whole lot of compiler stuff and I am getting a weird error that complains about a MicrosoftVisualStudio excpt.h file. Have never experienced it before.
     
  3. 12monkeys

    12monkeys Chieftain

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    My goals are ...

    ... still quite undefined ;). Just a very few things right now :

    1.) a small change in the religions. I would like to make some religion founding a bit more restrictive, so that a player can found only a certain amount of religions.

    2.) continue to improve the Ptyhon API where it is of use. Still one of my major targets in this project.

    3.) Mergeing other mods into our project. Maybe scanning a list of the most popular SDk mods and merge them. If anybody wants to make proposals, please do so.

    12m
     
  4. Dale

    Dale Chieftain

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    My goals for this project:

    1. Game options from the setup screen.
    2. Investigate the potential for tri-party agreements.
    3. Of course, continue with the combat mod cleaning out the last two bugs in stack attack, adding Select-A-Tile (Tm) to field bombardment, MAD (pre-targetting of nukes for auto-response on nuke attack), and adding a new mission for fighter escorts.

    Sorry, my times limited by other stuff I'm doing with Firaxis. :)

    Dale
     
  5. Olleus

    Olleus Warlord

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    My goals for next release:

    1) Add new XML attributes for shrines (I want them to produce commerce, not gold)

    2) Add new air misssion 'Air supperiority'. Fighter goes over to a particular square and tries to engage with enemy interceptors with a 50% chacnce of winning

    3) Add promotions for air units.
     
  6. Dale

    Dale Chieftain

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    LO:

    Do you mean a mission for fighters where they'll engage anyone in range automatically? Or is it a "move there and intercept" manual mission?
     
  7. Olleus

    Olleus Warlord

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  8. The Great Apple

    The Great Apple Big Cheese

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    Hmmm - I might as Locutus if we can use the script he uses to generate his API. Would certianly make the whole documentation easier.
     
  9. Olleus

    Olleus Warlord

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    There's a script which generates a file used for understanding scripts? Am I the only one which finds this slightly ironic?
     
  10. Dale

    Dale Chieftain

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    Do you mean setting PythonHelp=1 in pyMain?
     
  11. The Great Apple

    The Great Apple Big Cheese

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  12. Dale

    Dale Chieftain

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    Ahhhhh yeah. He wrote that quite a while ago. Probably best to ask him about it. I didn't have anything to do with that one.
     
  13. SimCutie

    SimCutie Chieftain

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    How about the Area Enterence/Exit or proximity/squre collison detection event?
    For example, a certain event will be triggered when Unit move into city or go out of city or some square area, or Unit come to some proximity of other unit. This is alread done in original to alert player that enemy unit is approaching to their city and becomae menance of the Civ.
    The location can be
    1) Just one Plot Point like City or single improvement.
    2) Staic square area like Area of Control for city or fort.
    3) Moving squre area or point like proximity of Units

    This can be implemented in Python with move or setXY event but it involves lots of overhead in Python. Instead, SDK will check collisiion of squares and event is tiggered only when there is some collision among the srqures, then Python event handler can check more detailed condition for real action.
    It will drmatically reduce number of instance when Python check function should be invoked to check the proximity or enter/leave condition.

    I am thinking about what kind of event model is suitable for notification.
    Model 1 - Enter /leave model.
    Event will be triggered only when the unit is come into and go out of the squre.
    Model 2 - Area proximity model.
    Event will be triggered in every turn when the unit remains inside of the squre area.
    Or instead, We can provide some function which list all the relation incidence (point.point) (Point , squre), (Squre, Squre) which satisfies proximity/collision condition.
     
  14. The Great Apple

    The Great Apple Big Cheese

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    I'm not sure Model 1 would be neccessary - it would be very simple to check in python each move, and the check would be very quick to perform.

    Model 2 sounds interesting, but how would you define which areas you were concerned about proximity around? Surely you'd have to trigger the event too all objects which are in proximity to all other objects... won't that get rather messy?
     
  15. The Great Apple

    The Great Apple Big Cheese

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    An addition by me - if no news arrives about diplmacy I'm planning on writing a python script for it which would overwrite all the default links the the diploacy screen, and redirect them to a python controlled interface. This should allow us to add new diplomacy options as well.

    EDIT: Oh, and while I'm about it, just a general note asking people to keep their section on the "Mods in progress" thread updated - keeps the same work from being done twice.
     
  16. Dale

    Dale Chieftain

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    TGA:

    The base diplomacy/deal screen is in the exe. We've only got access to small parts of it.

    The code for it is very very ugly. ;)

    Dale
     
  17. The Great Apple

    The Great Apple Big Cheese

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    Can't we even set deals active/inactive? This would be all I think I'd need.
     
  18. 12monkeys

    12monkeys Chieftain

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    You can have some influence with CvPalyer::canTradeItem and ::canContact. Just have a look in there to check the possibilities.

    12m
     
  19. The Great Apple

    The Great Apple Big Cheese

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    How is everybody doing with this? Personally, I still haven't started, but am home again in 4/5 days, and will get cracking then.

    The first release overran by quite a lot, and is likely to be updated soon with a few fixes. Hopefully we can get this one out in the 1st/2nd week of July.
     
  20. Impaler[WrG]

    Impaler[WrG] Civ4:Col UI programmer

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    If were not releasing right now then lets aim for this coming weekend for the next release, dose that sound do-able. I have the UniqueUnits for Leaders mod up and running, it just needs a little Pedia Polish and to be incorporate the backward savegame compatability into it so its their right from the point it gets merged in, these can be ready by then. If SimCutie isn't able to adress the Commerce Mods savegame compatability I will try tackling that as well.

    We should look for some outside mods to include, I would like to get some of Lopez's mods included, the Water animals is an XML controled mod. Dales missle mod is XML controled and shouldn't be hard to include. The rest of his very ambitious Combat mod still dose not sound stable enough to include at this point (it will also need to be extensivly re-worked to make it an option so 3rd release at the earliest).
     

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