Vincentz Infinite Projects [VIP MOD]

vincentz, thanks for showing me the work-around!

1. Yes! what did you do to get the screenshot?
2. So it automatically ends turn? But how to stop it if something happens that needs changing?
Yes, it automatically ends turn when there no decision required.

In case you want to force stop the automation (e.g., crank down research bar, or change the ongoing building sequence in a city), you can just double click on a city.

Try it in AND2. It is a handy feature that saves me a few hundred mouse clicks (at epic speed on large map). Maybe a few thousand if you play at slower speed and/or larger map.

1) I just installed it into the mod. It will be there in next version
2) Sounds pretty nice, though atm Im trying to clean up the half made projects and bugs for the VIP 1.0. The city dotting is something I've been missing too for a long time, and it was pretty easy to install, otherwise I doubt I have the time/energy to add new features. Maybe for 1.1 ;)

edit :

Modified the gamespeeds a bit. Previous Marathon is now Legendary and Epic is now Marathon, making room for a more "vanilla" Epic at 1.4x of normal.
I really missed a "longer than Normal, but not all x2".
Numbers read xxx/xxx xxx : [month increment/turn]/[number of turns until next step] [years/turn]
dKUNt9c.png


EDIT :
Corrected for same finish year (2160 AD)
Gvx2MGq.png
 
dude, can you just add the dotting tool to v99?

or post whatever the version you currently have with it?

i am happy to take what you have as long as it has the dotting tool.

Thx a bunch!
 
oh! a volunteer beta tester... yes... yes... veery good... this way please
furiously pads cat in the lap very dr. evil'ish

:lol:

I'll see if I can finish a 1.0 beta today ;)

edit:
Sometimes modding the SDK is too easy to be true...
a single addon to a line adds what I wanted to do for a VERY long time :
if ((!m_pUnitInfo->isAlwaysHostile()) && (GET_TEAM(GC.getGameINLINE().getActiveTeam()).isOpenBordersTrading()))
checks to see if unit is AlwaysHostile (can always be attacked) and if the civ have the option of creating Open Borders (at writing).
Tbh it should prolly be a check for both civs to see if they can create open borders, but this is definitely better than none.

This basically makes all units (except in cities) attackable until writing is teched. A war declaration is still needed to attack cities.
Civs can still be met and negotiated peace with, though peace (until writing) is only for cities.

edit :
This makes the starting game pretty hardcore. Donno how well the AI will deal with it, though Churchill was a pretty big d..k and went up and stole my worker. Didnt even see it coming...
Btw, I increased the distance of which the AI wont dispand captured units (with regards to the Warlords units) and it also works for workers. He sent the worker all the way back to his city.
Fun tip: if a "Always attack" unit is going into the city and there is no open borders, it will be escorted to the nearest border.
Spoiler :
E8wvFsz.png


edit:
3rd is the charm. Wanted 1500 for epic, plus nicer round numbers for epic and legendary
xwExZxu.png
 
Hmnnn, this should be really fun with RB on.
 
great! downloading it and will test beta 1.0. Thx a lot!

If you are looking for ideas for future versions, you may consider the "larger city" mod, i.e., the ability for a city to expand to the 4th ring. The micro and specialization of cities get out of control quickly, and having larger but fewer cities is a nice feature that i enjoyed.
 
well, started up a game, and have a civs archer keep on coming into my bfc and entering my city, in which case he is kicked out of the borders, but only to try again and again and again... :(
I see 3 solutions to this:
1) Before writing, Always attack units cant enter borders of other civs. Not optimal with regards to ships and scouts
2) Before writing, Always attack units cant enter cities. My fav solution, which imho solves everything
3) Before writing, Always attack units can attack cities. Going to be a carnage.
 
Hmnn, Is it possible to do #2 as normal setting, and then for us masochists, #3 for when RB is on?
 
And here is number... 4
Before writing all units can enter borders and cities, however when inside borders, units are no longer AlwaysHostile when at peace with the civ. This way the "Enable Open Borders" feature at Writing is really a "Enforce Borders" or "Enable Border Control".
Imho best solution, both for AI and Players.
HOWEVER, when alwayshostile unit crosses the border it can still attack, but once inside it cannot. Might fix this, might not, so defend your workers ;)
The pros is that the AlwaysHostile unit cannot pillage or block improvements, nor attack cities.

edit. Im also considering moving the "Enable Border Control" to Code of Laws. Pros/Cons?
 
Interesting. My personal preference is to leave it at writing. I usually play max civs on a giant map (Epic + speed usually), having to wait that long for COW to establish a ZOC with an AI would be a PITA.
Hmnn, side thought, this might be a good opportunity to rethink the Advanced Diplo 2 modcomp and see what kind of tweaks can be made (I usually run a couple of modcomps with your mod).
 
I just tried a couple of games at Epic (no RB though) and I really enjoy the new feature. It does make the game quite harder, and I'm wondering if I have stepped from immortal vanilla to Prince VIP. I certainly got my ass kicked at a Large+ with 15 AI on monarch.

I'm curious which modmods you are using :-D
 
Usually it's Advanced Diplo 2 for the added fun. The additional options for diplo ( especially for mid to late game) is exceedingly interesting, especially when playing max civs.
The other one is usable mountains. It makes it to where you can place cities on mountains ( Do I hear you Inca players salivating :mischief:), have an additional plot for resources, and my personal favorite, a really good reason for your workers to build windmills. Especially good for when you random roll a mountainous type map.
Both modcomps are easily plug and play to a novice modder such as myself, and blend really well with your mod.
Every once and a while I do try out depleatable resources modcomp, but your VIP maps makes it really dicey on occasions :p.

Let me know when you have things updated on your main DL link, as I have the next two days off ( hopefully, lol) and would love to test run.
 
The 1.0 Beta is the latest "official" download and is, as far as I got to, very playable. Im currently trying to find solutions to Ranged Attack for the AI siegeweapons (sometimes they use it, sometimes they dont?!?) and also trying to scale down the Fastmovers stackvalue when attacking cities (they use waaay too many horsies compared to footmen).
Does adv diplo and usable mountains work with Python/XML only?
 
They work with both I believe, as I've never had any issue getting them to work. Any idiot (:)) question I've had, I just PM'd and they've always helped. Plus, Platy is always awesome for any minor Python questions. I really need to send that guy a batch of cookies.
 
Yup, I too owe Platy bigtime :D

Btw, think I got a fix for the Rangestrike for AIs sieges. Instead of trying to get it to want to Rangestrike, I blocked it from direct attacks whenever it could rangestrike. Might adjust for ships, as I wanted a good Rangestrike AND direct attack for ships.

New gamecore with Rangeattack AI fixed and possible AI land blockade fixed (later is untested)
Gotta fix UnitAI for sieges later than catapult as they are all Counter AI and not Attack AI.

It certainly makes the Rocket Artillery a fearsome beast :
Spoiler :
JTsSLwD.jpg
 
Hmnn, time to back over into the SDK thread methinks.
 
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