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V37

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Something has happened and they don't nescessarily teleport to the nearest land any more but drown instead sometimes:(

I've witnessed that too. They spawn on an ocean/coast tile with no place to go and next turn they're just gone.

Now I do love getting a stone spearman (from goody hut but I have a couple in the past from goody island) when I still don't have stone axe. :D Makes hunting a bit easier early in the game when it happens.

JosEPh
 
dlkblk imported mine to AND pretty easily.

If you have nothing to do "Sleeping Dragon" i am just sayin', lol

Apparently, I did not post my comment:(. There are some minor things about Platyping's interpretation of the specialist box that really irritate me.:mischief: Mind you one is a problem in the original also. I will probably use Platyping's as a guide but the implementation, ie code, is likely to be totally different.

It also needs some extra functionality, requested by C2C players, to inform the city Governor which priority to assign specialists in this city and which ones never to use. That will require some dll work also.
 
Apparently, I did not post my comment:(. There are some minor things about Platyping's interpretation of the specialist box that really irritate me.:mischief: Mind you one is a problem in the original also. I will probably use Platyping's as a guide but the implementation, ie code, is likely to be totally different.

It also needs some extra functionality, requested by C2C players, to inform the city Governor which priority to assign specialists in this city and which ones never to use. That will require some dll work also.

What I meant is since AND is similar to C2C in many ways, it will make your life easier using that as a guide rather than mine lol.
 
It also needs some extra functionality, requested by C2C players, to inform the city Governor which priority to assign specialists in this city and which ones never to use. That will require some dll work also.
If I recall, I did a lot of the setup for that and it went nowhere but there's still some stuff to do... We'll have to dredge up what we discussed on that somehow.
 
With the new properties, it would be nice to have a building filter button for disease and education (like we do with crime, health, et all) or lacking that, have those buildings show up under the science and health filters respectively.
 
With the new properties, it would be nice to have a building filter button for disease and education (like we do with crime, health, et all) or lacking that, have those buildings show up under the science and health filters respectively.

As would a big screen for units, buildings, wonders and processes but not quite as Platyping did in answer to such a request, good start that it is. That screen would allow us to have more "snap points" in the list also and much more.

I have to completely redo the Main Interface python code encapsulating and abstracting things just like that so as to make it easier to maintain in the future and perhaps to have special screens for fortifications and some units (nomads) that have things they build which are not units, buildings or some such.

edit Gah!! now I have lost a couple of days work and need to wait until the SVN is back up. At least it is only a couple of days as I update to my version of the SVN when I have things working but don't then pass them on to the full SVN while we are in the freeze. That way I get the updates merged into my changes...

However I was working on 3 things and am not sure which is causing the error - Modular Religions, Subdued/Breeding/Tamed Herd animals or the UI City Screen Specialist box.:(
 
With the new properties, it would be nice to have a building filter button for disease and education (like we do with crime, health, et all) or lacking that, have those buildings show up under the science and health filters respectively.

I thought Arakhor had posted on how to do this in the Discussion thread (maybe).

JosEPh
 
I was talking about how to alter the F1 (city) screen. I don't know the first thing about Python code.
 
Yes, I know there are 'long term' plans that will render this request moot, however:

I would like to see one's starting base culture linked to your starting map location (or vice versa). It's not much fun playing a European base culture in South America, or to play a Mid Eastern base culture near either arctic, etc...
 
Base culture is linked to your surrounding resources, not your Map starting position Unless you are playing harrier's latest SEM, LLEM or No Fixed Start GEM maps.

JosEPh
 
Base Culture is linked to the civilization you choose to play only. No effort has yet been put into the idea that you start out as having the civilization choice of only the base Cultures and develop your nation from there.

I haven't been able to find where the start positions are set. The option Culturally Linked start is supposed to do something there and it is a variation on that which we should probably be looking at.
 
Goals for v37 (finally fully compiled though there may be edits to this list from things brought up elsewhere that slipped my mind when putting the list together.)
  • Find and debug the tag that's causing unitcombat modifiers to go haywire
  • Fix the issues with Goodies
  • Review SO's Save for optimization
  • Stay on top of bugs as they are reported.
  • Add SPECIALUNIT_CAPTIVES and add it to Captive unit definitions
  • Add tag to ChangeSpecialUnit on Promos and add function to reset if the promo is removed
  • Add tag to give Hidden Nationality from a promo
  • Make it so that any units captured by HN units are automatically given the HN promo and selectively may be made SPECIALUNIT_CAPTIVE
  • Create an effect that makes it so that certain specialunit types can penalize the combat capabilities (combat modifier, pursuit and withdrawal) for each one loaded. Maybe a set of tags on SpecialUnit xml
  • Generate Promotionline (Bounty Hunter) that gives the unit carrying capacity for SpecialUnit - Captive
  • New Unit Tag bExcile makes the unit incapable of entering its own national territory
  • New Unit Tag bPassage makes the unit that can attack still capable of moving through territory you have a rite of passage with.
  • Finish the unfinished bUpgradeAnywhere tag for units.
  • New Unit Tag bNoNonOwnedCityEntry tag - Important to keep Felines, Strike Teams and Ruffians distinct. Won't mean they can't attack, just that they can't safely enter. Makes them attack instead and if they 'capture' the city, they turn it into a barb city if it's kept and they are incapable of capturing barb cities (though may attack their units.)
  • Combat Mod gameoption: Hide and Seek - enables multiple invisibility types and uses a new tag that is only in use if the option is on to define those visibilities. All sorts of the invisibilities possessed by a unit must be detected on a plot for the unit to be seen by the detecting player.
  • Adjust breakdown attack mechanism so that units with breakdown can continue to attack after they've reached the maxcombat but do not continue to deal damage but will still auto withdraw once they've then suffered damage to the point that they only have the maxcombat amount of health left (but only IF they've reached the normal maxcombat on the enemy defender.)
  • Project: Fix Unit Display for Culture Garrison total on the unit so it's clear what it does (reduces chance of cultural revolt). May want to bring it up in the forum to see if we can add it as a modifier to chance of revolt on revolutions as well so it's clear its a benefit there as well.
  • Project: Fix Promotion tag that adds to iCultureGarrison value. Tie iRevoltProtection in with iCultureGarrison - make it additive. Take iRevoltProtection's calculation out of reducing the initial 10% chance of revolt if another civ culturally owns more of the city and add it to culture garrison instead so that it's more of a compare check against the second chance check (rndm 0-strength of culture% of majority owner VS Culture Garrison)
  • Project: Add iCultureGarrison penalties to the crime enhancing promo line
  • Project: Investigation: Every round, every unit with Investigation capability makes a check against every local unit that has hideout capability. The check is Rnd 1-(100+Hideout of the unit checked against) VS Investigation capability of the unit. Local buildings and specialists should be able to enhance Investigation on local units as well as Buildings and Specialists should also add to local units hiding out.
  • Project: Promotions to enhance iHideout (perhaps forms the basis for Enhancing Invisibiliies) and some for Investigation (Again, formint the basis for Enhancing Visibilities)
  • Project: Debug anything that happens when a unit attacks its own tile. Then setup Assassination and Ambush missions and enable Investigations and Arrests as below.
  • Project: Arrest action would make the Law Enforcement attack the Hiding Out criminal on the same plot. If defeated and the capture check is successful against the criminal (which will have to be isolated from python) then the criminal is arrested (remember the details on the criminal) and options are given as to how to handle the criminal from there.
  • Project: iAmbush - A combat modifier when attacking a unit on the same plot or when attacking a unit that cannot see you.
  • Project: Negate First Strikes for any defenders that cannot see the attacker
  • Project: Promotions including iAmbush
  • Program in the edits and new techs/buildings/units/promotions included in the Law/Crime unit review
  • New process: Buildings Autospawning Criminals
  • Adjust the Advanced Disease system so it becomes an Advanced Properties system that can run properly without having all additional xml work defined. Make it a Combat Mod option - Outbreaks and Afflictions. Then begin to explain how we can make the system work to its fullest. Begin the process of implementation.
  • Do a review of Merchants and Workers along with implementation of an inventory system that further gives Criminals and Ruffians the ability to pickpocket. Make it another Combat Mod option entirely.
  • New Ais Needed
    • UNITAI_INVESTIGATOR When it becomes apparent there are local criminal units infiltrating, the Investigator is ordered to help uproot them.
    • UNITAI_INFILTRATOR Most Criminals would be most useful as Infiltrators, going out to enhance crime as much as possible in enemy cities. They get good at sneaking around and staying hidden in cities while enhancing the amount of crime they create.
    • UNITAI_THIEF Goes along with the concept that Criminals can steal from units that can't see them. Some criminals would thus be sent out into the wild to intercept units that can't see them and steal all they can, transporting the goods back to the cities of the empire.
    • UNITAI_STRIKE_TEAM Review the pillage AI and rebuild for the AI to use strike teams with lethal cunning. Surround and destroy tactics, withdrawal, strengthen and kill kill kill all they can get away with. Go hassle one or more target enemy players. Build 2 to 4 to face each player they want to harrass.
    • UNITAI_COUNTER_STRIKE Something needs to be done to help the AI build forces that can counter strike team harrassment. Strike teams would themselves be able to play a good role in this along with canines and other counter units such as axes and mounted. They are also there to help intercept incoming visible criminals when possible.
    • UNITAI_INFORMANT We don't build Informants but when a criminal is captured there's the option to turn him into an informant which gives him a free promo for informant and changes his AI. He won't try to leave the city but will rather assist in being there to reveal other criminals at the cost of increasing crime himself still. This setting will enable the AI to benefit from turning one criminal to an informant in each city. No more than one should be necessary.
    • UNITAI_SEE_INVISIBLE Need to make a generalized See Invisible type but the trick will be to make the city/stack request the right type of see invisible without having to make a new AI for each type.
    • UNITAI_PURSUE An AI for finishing off surviving stragglers after a fight that probably survived due to withdraw. Only used in fight or flight. Focuses on speed, terrain movement, attack strength and pursuit. Darts out to take out weak and easily killed units as far as it can then return back from.
    • UNITAI_RECOVER Develop for the purpose of the advanced property system. Don't stress on it until then. You'd think that law enforcement units would develop this but I'm thinking that a line of Psychology promos on Healers would better be suited to crime recovery. Perhaps correctional officers may be good with this role though.
      Note that when advanced property systems are in place, I'll have to consider how the AI may use diseased units to spread the disease to the enemy and would also need to consider how to have a unit react to being diseased on a variety of AI settings.
  • Review AI
    • UNIT_AI_SPY Some criminals may be built so as to go infiltrate, uncover as much info as they can on the enemy and return with it, then go back out and do it again. The spy AI has been given to support this so I'll need to figure out if it helps. Additionally, Criminals with this purpose should select their promos with care.
    • UNIT_AI_ATTACK Some ruffians may gain this AI. I want to understand what it's really intended to mean. If it means they can attack any targets they can survive attacking then it would be a good fit. They should attempt to group somewhat… perhaps join other groups. I took Attack City out of their specific AI types because city attack armies shouldn't be ammassing huge amounts of crime while they build and await attack. These units are very good at spreading crime to the plot so better at going after everything they can massed as much as possible. However, if Attack unit groups would keep them potentially from entering enemy lands due to others in the group then we need a new Ruffian AI - which we may benefit from anyhow. Though Pillage may cover it it may also suffer the same issue.
    • UNITAI_PILLAGE_COUNTER Dogs have this setting… perhaps it is the counterstrike I'm looking for. To an extent. May need to go on Law Enforcement as well.
    • UNITAI_PILLAGE : Ensure it works well for all units that retain this setting.
 
@platyping: Well, about the specialist list, I rewrited it from scratch. I mainly used your code for inspiration and some part of it like the panel definitions and the FOV. It was extremely useful to understand each part of the code and to compare style between BUG and your UI.
 
@platyping: Well, about the specialist list, I rewrited it from scratch. I mainly used your code for inspiration and some part of it like the panel definitions and the FOV. It was extremely useful to understand each part of the code and to compare style between BUG and your UI.

Pls provide a sample of your NEW python pls, thx.
 
Until the unit AI stuff it's pretty easy stuff mostly. I want to quickly get to the point where I can implement these new units! THEN I can stress over the way the AI works with them.

I've attached a 7zip compressed version of the spreadsheets I've used to plot out the units I'm reviewing this cycle for anyone who wants to take a looksie at the overall grand plan. The one thing it doesn't include is some promo and tech adjustments that are included in the scheme but it gives a strong concept of where I'm going with things.

By all means, take a look if you can open that file. I'm going to need unit graphic definitions along the way here too if I can get some help with that. The last list I posted of the needs I'll have in that department is a little outdated at this point as some new concepts emerged during planning.
 

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  • Expanding Unit Review.zip
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Goals for v37 (finally fully compiled though there may be edits to this list from things brought up elsewhere that slipped my mind when putting the list together.)
[/list]

I know it is not a gameplay issue, but can you add the following to your list.

Fix the World Builder problem that stopped "Shift - Click" on a tile showing 'World Builder Edit Contol', that showed all the tile details and allowed you to change them.

If this is not fixed and I try to add the upcoming new terrain features - when they are added back. World Builder will no longer work fully for me. So I will not be able to add them to my maps and continue updating the maps.

This problem arose around mid May this year.

It was reported in the bug thread, when I started to update my maps again - much later than May. Assuming it is a .dll problem the revision that worked was 8362, which had been there for quite some time. An update worked on one day but the next update on the same day was added that increased the .dll revision to 8437.


Posted :Sept 26.

OK. After a lot of testing - downloading the SVN numerous times, reverting back to older versions, exporting and loading a new game - I think I have found the SVN update that stopped the World Builder from working properly.

SVN 8483 (dll 8362) works OK in WB..

SVN 8484 (dll 8437) does not work in WB.

Hope that helps.

Did this as I do want to add the new terrain graphic's,

At the moment I use a current or almost current version to play, but if I want to change a map - I have to load a different version from May this year.

An update would be appreciated - in V37.
 
I know it is not a gameplay issue, but can you add the following to your list.

Fix the World Builder problem that stopped "Shift - Click" on a tile showing 'World Builder Edit Contol', that showed all the tile details and allowed you to change them.

If this is not fixed and I try to add the upcoming new terrain features - when they are added back. World Builder will no longer work fully for me. So I will not be able to add them to my maps and continue updating the maps.

This problem arose around mid May this year.

It was reported in the bug thread, when I started to update my maps again - much later than May. Assuming it is a .dll problem the revision that worked was 8362, which had been there for quite some time. An update worked on one day but the next update on the same day was added that increased the .dll revision to 8437.


Posted :Sept 26.



At the moment I use a current or almost current version to play, but if I want to change a map - I have to load a different version from May this year.

An update would be appreciated - in V37.

WB is not handled in the dll. Therefore I'm pretty much a fish out of water looking into any problems with that.
 
From TB's very impressive list I'd guess that V37 is quite a bit away. So I try to squeeze in lunar colonies as my goal for V37.
This will incluede:

- Sort out all buildings I want to have
- Get rid of all the buildings and units that I don't want to be buildable on the moon for now.
- Adjust the tech tree a little bit to spread out the lunar developement
- Change and add improvements for lunar terrain
- Make and adjust some units
- Make missions to launch these units to the moon
- Make missions to launch units to space in general, that take into account Space Elevator and a Lunar Fuel Depot
- Make a scenario with earth and lunar terrain, starting in the TH era, so people can play (and beta-test) my stuff.

This should leave us with playable and enjoyable content for extraterrestrial terrain.
 
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