Maniac
Apolyton Sage
Thanks for the reply!
I don't know if you are interested in adding code which only or mainly benefits mods that use BBAI instead of the main game, but if you are, some observations so far:
CvSelectionGroup::line 1517
I'd change this line to the one below to take into account 'dropships':
CvSelectionGroup::isAmphibPlot should look like that to work well with dropships:
CvUnitAI::AI_pickupStranded line 18356
I'd change this to:
CvUnitAI::AI_assaultSeaReinforce
I'd change the three occurences of 'if (pLoopPlot->isCoastalLand())' to:
Of course for non-Planetfall purposes you can leave out the '&& !pLoopPlot->isCity()'.
I don't know if you are interested in adding code which only or mainly benefits mods that use BBAI instead of the main game, but if you are, some observations so far:
CvSelectionGroup::line 1517
I'd change this line to the one below to take into account 'dropships':
Code:
if( (canMoveAllTerrain() || pTargetUnit->plot()->isWater() || pTargetUnit->plot()->isFriendlyCity(*getHeadUnit(), true)) && generatePath(plot(), pTargetUnit->plot(), 0, false, &iPathTurns) )
CvSelectionGroup::isAmphibPlot should look like that to work well with dropships:
Code:
//return ((getDomainType() == DOMAIN_SEA) && pPlot->isCoastalLand() && !bFriendly && !canMoveAllTerrain());
if (getDomainType() == DOMAIN_SEA)
{
if (pPlot->isCity() && !bFriendly && (pPlot->isCoastalLand() || pPlot->isWater() || canMoveAllTerrain()))
{
return true;
}
return (pPlot->isCoastalLand() && !bFriendly && !canMoveAllTerrain());
}
return false;
CvUnitAI::AI_pickupStranded line 18356
I'd change this to:
Code:
if( !(pLoopPlot->isCoastalLand()) && !canMoveAllTerrain())
CvUnitAI::AI_assaultSeaReinforce
I'd change the three occurences of 'if (pLoopPlot->isCoastalLand())' to:
Code:
if (pLoopPlot->isWater() && !pLoopPlot->isCity())
{
continue;
}
if (pLoopPlot->isCoastalLand() || canMoveAllTerrain())
//if (pLoopPlot->isCoastalLand())
Of course for non-Planetfall purposes you can leave out the '&& !pLoopPlot->isCity()'.