Vincentz Infinite Projects [VIP MOD]

Uploaded the changed SDK files for VIP in the SDK thread about Rangestrike. It aint pretty or pro though ;)

Vinz, have you talked to 45, Afforness, or any of the others in the AND 2 thread? They might be able to help you clean that up a tad.
 
Yeah, well, since I'm not running the same "engine" as AND2, C&C, RI and, well pretty much all the other big ones out there, I doubt they would identify the issue (which atm is that AI rangeattacks doesnt attack land2sea and vice versa but only within its own domain. Especially since Im trying to twist the original RangeStrike and not the Dale Ranged Bombard which I suspects all other mods which have Rangestrikes use. (imho Dales doesnt work very well with regards to AI). With that in mind, I doubt they would invest time in another mod which wouldnt be useful in some way or another to their own ;)
I have put my requests where I think they belong, in the SDK/Python thread, and hoping someone drops by there ;)

With regards to my comment about it not looking pro or tidy, it was more of a "hey! my room is really messy" kinda comment. I sometimes adjust stuff without //Commenting it in the code, and even if I do, its sometimes just a //Vincentz or to make it even more chaotic, f.ex. the rangestrike is sometimes referred to as Range Combat and whatnot :D
Though I do think that the adjustments I have made personally (ie not the modcomps downloaded from this site) are pretty self explanatory since Im not a great coder :lol:
 
Thanks to the bright heads in SDK forum, the Rangestrikes now works for the AI :D
Both with land2land, continent2continent, ship2land, ship2ship and land2ship.
Thinking on the shipside its going to be from Galleons and forward while the sieges remain as is from catapults and later.
 
Sweet. Looking forward to it.

Oh, meant to ask. Any thoughts regarding adding Advanced Diplo 2 and/or Workable mountains modcomps?
 
of course you can use it :)
beware though, that while the AI is capable of doing it, an ingame situation havent been tested yet, only artificial scenarioes with units placed in WB.

and dont forget the last edit. ;)

and thanks for the health wishes. we need it atm. Last week my daughter was sick, then my wife and tonight my son have just got fewer. Oh, and the snow is pouring down outside, so I have to get up really early for shoveling snow... but... just... one... more... turn ;)

Sweet. Looking forward to it.

Oh, meant to ask. Any thoughts regarding adding Advanced Diplo 2 and/or Workable mountains modcomps?

Can you upload your changes here. I would love to take a look at them :D
 
also here ..same story, wife is sick, im warming tea in one hand and doing xmls in the other :)

yeah i figured youve made tests in wb, i guess till il implement it in mine it will be a while since
my mod is far from ready :)
so - the code you uploaded there is the latest?


advanced diplomacy , the last code released wasnt tested, im not sure its stable buddy.
workable mountains, i extracted a good code from rise of mankind, you can extract the code from my barsoom mod codes under mountains back to service, its built as a game option , not via xml like the original code.

cheers :)
 
yup, latest version so far. Im currently in a game that is on the verge of gunpowder, so will test further.

Actually I thought I was ahead, but still got some catching up to do :
Spoiler :
SY1RaGr.jpg
 
Well nutz, Ninja'd by Kel.

Actually, both are options, as they are minor modcomps. As for AD2, I've never had a problem running it with any mod I've played.

Well, except RI mod. But that's a whole different beast all together.
 
this picture....makes me wanna play....


ad2, well, depends, maybe the version you tried worked fine, remember where was it on last time you had it ?(which mod)

Ermm, no :cry:. I've put it on pretty much every mod I've got. I have tomorrow off, I'll try to figure out which version I have.
 
Work in progress on the sidebar:
Spoiler :
GeXdaJg.jpg


edit :
since 6 icons is the max for a tile (hill/feature/terrain/route/improvement/resource) I made the size so it fits.
Imho its an easier way of checking for improvements/resources etc
VcKaSoz.jpg


edit:
extending a bit ;)
Donno how ofter 4 different civs have a part of a tile, so I think 3 different civs on a "line" should do
rFQbL7V.png


edit:
got rid of the messy part in the bottom when a huge stack is present.
It does cut down on some info, but imho it was unreadable anyway.
Spoiler :
d5MWNfY.png
 
It have bugged my quite some time, that when f.ex when own spy stands on city or stack, that it was difficult to see which unit was going to be attacked.
Well, with Combat Odds check it is now pretty visible ;)
N9CObUf.png


also added a hit check for Ranged Attacks. I might expand it, but atm its :
If Random(100) < 50 + AirStrenght + %health of enemy unit.
so basically the higher Airstrenght and the less damaged the unit is (easier to hit ranged when many units are present, though might invert if mechanic or ship which imho would make more sense)
not sure what the 50 factor should be atm...

edit: Thinking maybe the %health is not good regarding the issue with ships/mechanics.
Perhaps a Rnd(100) < Airstrength - Enemy strength + Number of enemy units on tile + X
with X being a good balanced number
Spoiler :
SNLAnxb.jpg
 
Made a "Return Fire" addition to the rangestrike. Whenever a rangestrike is made on a unit that can rangestrike back, it will return fire. Havent polished (return fire is 100% hit chance and without collateral damage, and I need to change the unitinfo so whenever a rangestrike unit attacks it will prefer to use a unit that can return fire.)

Also changed combat mechanics where "odds of hit chance" ratio between weak and strong units was between 1-1000. It is now 400-600 (40%-60%) Damage done per hit have been halved to increase combat rounds.
Examples of combat now :
Spoiler :
Wo75VhQ.png
 
you've been busy. Me likey :).
 
Yeah, the idea was I was going to polish the mod in these months, but once I got into the engine
it's difficult to stop, and for every project I finish 3 more opens up.
When I'm finished with the rangestrike I'm gonna try with a "healing costs supplies" and a "rest on ones laurels-dynamic player handicapper"

edit : regarding the player handicapper, I think it would work best as an elastic band, so the higher the playerscore is compared to the AI, the bigger a penalty.
Its not supposed to be fair, its supposed to keep player in place and therefore keep the game interesting.
Im considering following formula :
HP=Human Player
iUnitCostPercent from handicapInfo.xml (or something else fitting)

modifier = ((rival best * rival average) / (HP Value * (HP Value * iUnitCostPercent)))
If modifier < 1 then use

Regarding the Rangestrikers Im planning to add :
Code:
			<UnitCombatDefenders>
				<UnitCombatDefender>
					<UnitCombatDefenderType>UNITCOMBAT_SIEGE</UnitCombatDefenderType>
					<bUnitCombatDefender>1</bUnitCombatDefender>
				</UnitCombatDefender>
			</UnitCombatDefenders>
to all sieges, so whenever a siege unit rangestrikes, it will the siege unit (if any on plot) that returns fire.
 
Thanks. I think the rangestrike might be "finished" with the exemption of a rule im considering :
If attacker more advanced than defender...
1) should defender still be able to return fire
2) should defender not be able
3) should defender be able to return fire but it would be difficult because of formula.
Im leaning towards (3) and make the formula something like:
Random(100) > AttackerAirStr * 5 - DefenderAirStr * 5
 
Greetings Bro. Hope you and the family are doing well.

Just wondering if your main DL link has all your current up dates in it.
 
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