V29 Plans

I'd rather keep the cycle slightly longer so we can have 1-2 weeks stabilization phases without that being half of the entire cycle time. Something like end of March would suit me. The SAD and GC AI works is going to be very extensive and require at least one entirely new module, so probably about another month from now.
 
I have no right to rush you or decide on the release date. However, as a player (count me as one of the two thousand ;) ) who uses your work I would like to make a suggestion:

1. Make a longer breaks between new versions. Release them once you make significant changes in the content. Give yourself time to test new things.

2. Meanwhile, you can update us with in shorter times if you manage to improve the perfomance of current version. Why not to release v28b if you manage to speed up turn times by 30%? We would appreciate it very much.
 
I have no right to rush you or decide on the release date. However, as a player (count me as one of the two thousand ;) ) who uses your work I would like to make a suggestion:

1. Make a longer breaks between new versions. Release them once you make significant changes in the content. Give yourself time to test new things.

2. Meanwhile, you can update us with in shorter times if you manage to improve the perfomance of current version. Why not to release v28b if you manage to speed up turn times by 30%? We would appreciate it very much.

  1. The only problem I have with that is that we modders will forget very quickly that most people do not use the SVN and so aren't getting the stuff we are using. That I think has provided a disincentive for us to release quickly, along with other issues in the past few months. As a player in the early SVN days I liked it to have regular and quick releases, because the SVN was daunting.
  2. It isn't that easy, as many other DLL changes have happened since then which have dependencies in other files, so making a V28.1 would be essentially the same as V29 except with a different name.
 
One issue I would really like looked at by the dll team is water improvements. None of the improvements that are not on resources except routes are being built by the AI or the automated workers. This is both for the work boats and the submerged town units. The latter should put a "cottage" like improvement on empty sea tiles in the city work area.

They do not build lighthouses/beacons on reefs, nor kelp harvesters on kelp/seagrass. they do not build tidal harnesses or sea windmills.

It looks like the code for workers at sea skips the bit of code that looks for work other than resources and routes.
 
One issue I would really like looked at by the dll team is water improvements. None of the improvements that are not on resources except routes are being built by the AI or the automated workers. This is both for the work boats and the submerged town units. The latter should put a "cottage" like improvement on empty sea tiles in the city work area.

They do not build lighthouses/beacons on reefs, nor kelp harvesters on kelp/seagrass. they do not build tidal harnesses or sea windmills.

It looks like the code for workers at sea skips the bit of code that looks for work other than resources and routes.

Post a save with some appropriate sea worlds and whe the appropriate techs are known and I'll take a look for you.
 
As you can see in the screen dump when a work boat is active there is the blue circle suggesting that you work the reef but automate the work boat and it stays in port.

edit image and save removed to free up some space :D
 
As you can see in the screen dump when a work boat is active there is the blue circle suggesting that you work the reef but automate the work boat and it stays in port.

Turns out the sea worker AI is very, very basic (much more so than the land worker AI), and basically only knew how to improve bonuses. I have added a non-bonus plot improvement capability and tested on your save (it now builds a beacon on the reef automating from that position). Will be pushed to SVN shortly.
 
Turns out the sea worker AI is very, very basic (much more so than the land worker AI), and basically only knew how to improve bonuses. I have added a non-bonus plot improvement capability and tested on your save (it now builds a beacon on the reef automating from that position). Will be pushed to SVN shortly.

Thank you:goodjob:
 
For the hunting thing it works fine for me in the current version, I think the problem is the early hunters can't hunt because their odds are too low to actually win so the AI won't attack, my early hunters almost never attacked, my later ones did constantly though.
 
For the hunting thing it works fine for me in the current version, I think the problem is the early hunters can't hunt because their odds are too low to actually win so the AI won't attack, my early hunters almost never attacked, my later ones did constantly though.

I think that using early hunters defensively is the best strategy. Once you get promotions for movement on them you can reliably get them in +50 or 75% defense terrain, and keep giving them victories while exploring more of the map.
 
As I was checking through my to do list I realised that I had not done the civics stuff for the new improvements. I am doing that now. I would like to get them all moved to core as well before the next release.

Two other things I noticed in the civics
1) cottages/hamlets etc get bonuses but Submerged Towns don't - should they?

2) Forest and Jungle give happiness to some civics so I reckon Ancient Forest should give +2.​
 
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