Afforess
The White Wizard
And I even managed to get it in under 1000 lines of code with a bit of finagling.![]()
I'm just estimating, but Civ4's DLL alone is probably 200,000 lines of code. Then add the XML and Python.

And I even managed to get it in under 1000 lines of code with a bit of finagling.![]()
<TechInfo>
<Type>TECH_UTOPIA</Type>
<Description>TXT_KEY_TECH_UTOPIA</Description>
<Civilopedia>TXT_KEY_TECH_UTOPIA_PEDIA</Civilopedia>
<Help/>
<Strategy>TXT_KEY_TECH_UTOPIA_STRATEGY</Strategy>
<Advisor>ADVISOR_GROWTH</Advisor>
<iAIWeight>0</iAIWeight>
<iAITradeModifier>0</iAITradeModifier>
<iCost>4800</iCost>
<iAdvancedStartCost>100</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<Era>ERA_INDUSTRIAL</Era>
<FirstFreeUnitClass>UNITCLASS_GREAT_SPY</FirstFreeUnitClass>
<iFeatureProductionModifier>0</iFeatureProductionModifier>
<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
<iTradeRoutes>0</iTradeRoutes>
<iHealth>0</iHealth>
<iHappiness>0</iHappiness>
<iFirstFreeTechs>0</iFirstFreeTechs>
<iAsset>40</iAsset>
<iPower>0</iPower>
<bRepeat>0</bRepeat>
<bTrade>1</bTrade>
<bDisable>0</bDisable>
<bGoodyTech>0</bGoodyTech>
<bExtraWaterSeeFrom>0</bExtraWaterSeeFrom>
<bMapCentering>0</bMapCentering>
<bMapVisible>0</bMapVisible>
<bMapTrading>0</bMapTrading>
<bTechTrading>0</bTechTrading>
<bGoldTrading>0</bGoldTrading>
<bOpenBordersTrading>0</bOpenBordersTrading>
<bDefensivePactTrading>0</bDefensivePactTrading>
<bPermanentAllianceTrading>1</bPermanentAllianceTrading>
<bVassalTrading>0</bVassalTrading>
<bBridgeBuilding>0</bBridgeBuilding>
<bIrrigation>0</bIrrigation>
<bIgnoreIrrigation>0</bIgnoreIrrigation>
<bWaterWork>0</bWaterWork>
<iGridX>21</iGridX>
<iGridY>19</iGridY>
<DomainExtraMoves/>
<CommerceFlexible/>
<TerrainTrades/>
<bRiverTrade>0</bRiverTrade>
<Flavors>
<Flavor>
<FlavorType>FLAVOR_PRODUCTION</FlavorType>
<iFlavor>2</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_SCIENCE</FlavorType>
<iFlavor>2</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_CULTURE</FlavorType>
<iFlavor>3</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_GROWTH</FlavorType>
<iFlavor>1</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_ESPIONAGE</FlavorType>
<iFlavor>10</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_[B]MIILTARY[/B]</FlavorType>
<iFlavor>5</iFlavor>
</Flavor>
</Flavors>
<OrPreReqs>
<PrereqTech>TECH_LABOR_UNION</PrereqTech>
</OrPreReqs>
<AndPreReqs/>
<Quote>TXT_KEY_TECH_UTOPIA_QUOTE</Quote>
<Sound>AS2D_TECH_UTOPIA</Sound>
<SoundMP>AS2D_TECH_MP_UTOPIA</SoundMP>
<Button>,Art/Interface/Buttons/TechTree/Communism.dds,Art/Interface/Buttons/TechTree_Atlas.dds,4,2</Button>
</TechInfo>
As for Statistics, I just refuse to believe what is contrary to my personal experience. Which is that any less than 96% and you will lose a lot more than you should
My point was that 96% in theory means that over time, it will average to be 96% of the battles, but in practice, it doesn't necessarily mean that. If you don't trust the game, just take a look at the code. It completely fair.I know that yes, 96% means you will win 96 out of a 100, I'm not ********.![]()
Your being irrational.It's just completely contrary to my experience. I know, that makes no sense.
OH, and I always play on the easiest difficulty. Anything else has never interested me.
So if you lived in Africa, snow would be a myth? That's a very narrow world view.
I've actually noticed the same thing as DavidB111. I've even tested it out over many attacks with random seeds renewing on loading. Either we just got bad random seeds and luck isn't in our favor (and thus doesn't match the experience of average probability one should have over the long term), or the percentage displayed doesn't match the actual percentage chance. I have no experience with the coding or the internal mechanics of the combat, so I leave those with better knowledge to tell me that the coding reflects exactly what is displayed. I wouldn't doubt it. But, after 3 years of playing (or however long it's been out) for me 70% displayed is 50/50 and it evens out around the mid 80s. Either way, I don't attack with less than 85% odds unless I plan to lose the attacking unit. IF it is all in my head, well then, hopefully the odds will catch up one day.
It's related to the Gamblers' Fallacy, where people think that percentages change based on previous occurrences. For instance, if I flip a fair coin 10 times and get heads 10 times, the chance of getting an 11th head is still only 50%, even if the chance of 11 heads in succession before you start is 2048 to 1.
When the 2.8 final will be released?
probably has already been written somewhere in this thread, but it's so long that cannot find it.
I have some crash problems with the Beta.
Hah, got one better. Back in '96 or so I wrote a QBasic memory game in high school with a half-decent (ie. half-assed) GUI but a bunch of manga babes on the cardsThank God I had a friend that got me that image load code off the nets. And I even managed to get it in under 1000 lines of code with a bit of finagling.
![]()
Crud, you mean I have to wait two weeks to play Version 2.8? Mostly because Zappara has to not upload it to some server besides useless AtomicGamer which I can't download from.![]()