Drakarska
Epic Dadness
Echo ZN above. I know that 3rd can be worked from RAND and C2C, but didn't know 4th was possible.
void CvPlayer::killUnits()
{
CvUnit* pLoopUnit;
int iLoop;
//Vincentz DEAD2BARB START
CvPlot* pPlot;
CvUnit* pBarbUnit;
CvPlot* pLoopPlot;
bool canFindAPlot;
for (pLoopUnit = firstUnit(&iLoop); pLoopUnit != NULL; pLoopUnit = nextUnit(&iLoop))
{
//KILL UNITS IF REGENERATING MAP
if (GC.getInitCore().getGameTurn() == 0)
{
pLoopUnit->kill(false);
}
else
{
pPlot = GC.getMapINLINE().plotINLINE(pLoopUnit->getX_INLINE(), pLoopUnit->getY_INLINE());
//IF UNIT IS IN CITY ASK AI OWNER IF HE WANTS IT (HUMAN GETS UNIT AUTOMATICALLY IF POSSIBLE)
if (pPlot->isCity() && pLoopUnit->canGift())
{
pLoopUnit->gift();
}
//IF NOT THEN TRY TO FIND A PLOT TO PLACE UNIT
else
{
if (pPlot->getNumUnits() == 1) //ON THE SAME SPOT
{
pBarbUnit = GET_PLAYER(BARBARIAN_PLAYER).initUnit(pLoopUnit->getUnitType(), pPlot->getX_INLINE(), pPlot->getY_INLINE(), pLoopUnit->AI_getUnitAIType());
pBarbUnit->convert(pLoopUnit);
}
else //OR AROUND THE PLOT
{
pBarbUnit = GET_PLAYER(BARBARIAN_PLAYER).initUnit(pLoopUnit->getUnitType(), 0, 0, pLoopUnit->AI_getUnitAIType());
pBarbUnit->convert(pLoopUnit);
canFindAPlot = false;
for (int iI = 0; iI < NUM_DIRECTION_TYPES; iI++)
{
pLoopPlot = plotDirection(pPlot->getX_INLINE(), pPlot->getY_INLINE(), ((DirectionTypes)iI));
if (pBarbUnit->canMoveInto(pLoopPlot, false, false, true))
{
pBarbUnit->setXY(pLoopPlot->getX_INLINE(), pLoopPlot->getY_INLINE(), true, true, false, false);
canFindAPlot = true;
break;
}
}
//IF CANNOT FIND A SPOT, KILL UNIT
if (!canFindAPlot)
{
pBarbUnit->kill(false);
}
}
}
}
}
//Vincentz DEAD2BARB END
}
The mod is, obviously, designed from the perspective of what I find fun and challenging. An example of this is the removal of slavery whipping, but there are many many more examples, and I think especially the extreme low pace in the neolithic era can be a turnoff for many. Personally I find it rewarding (with a sense of accomplishmentAll these changes are all very interesting and make me want to try your mod. However last time I tried it I found it to be unbalanced and boringmaybe because of the game settings I was using. What are the recommended custom games options? Also which version should I use? Because as far as I can tell the OP is completely outdated
I think Im just a really slow player., but a game can take weeks for me. Though having 2 kids certainly reduces effective playtimeThanks for the answer, I think that last time I played on Epic speed and using the 2017 version, feels strange that normal is consider a lengthy speed. Anyway will give it a try this weekend and see how it goes. How much time does it usually take you to finish a run? From other mods that I have played 2k-3k turns is bearable, if somewhat unbalanced in the player favour
CTD? Yes please let me have the savegame. I have experienced CTD myself but that was in modern era while swapping in and out of windows and the game on a giant map, so I took it as some sort of CIV memory leak.Okay so from what I have played I quite like what you have doneUnfortunetly I'am experiencing a CTD , I'll attach the save so you can have a look
Also something that bothers me is that there isn't music on the Neolithic! Honestly Civ IV without music feels bland. Adding some tracks will help make the early game, specially on slower speeds, more enjoyable.
Finally you need to move chopping to a much earlier date. It doesn't really make sense that if I want to remove a forest I need to build a workshop or a mine...
Take a look at my MoreMusic modmod for AND2. Maybe you find something for your likingI'll see if I can find some primeval music to addPersonally I never listen to game music, so I never thought about it.
Changed BUILD_REMOVE_FOREST from TECH_MACHINERY to TECH_BRONZE_WORKING....to remove a forest I need to build a workshop or a mine...
well, its been awhile since updating VIP and meanwhile I had a quick go at civ6. That didnt go too well. So I tried a game of vanilla bts. That wasnt the succes i remember either, so here I am back at VIP
Civ6 did have some good stuff, and one of the things I kinda liked was the "Limited attack", though the lack of RND in civ6 made it kinda boring.
So with 3 small lines I made a limit of 10 combatrounds as max:
Code:int iMaxCombatRounds = 0; //Vincentz MaxCombatRounds iMaxCombatRounds++; if (iMaxCombatRounds > 10) break;