Absolutely not. "Fishing"/"Whaling"/etc. ships are only for See/Ocean resources harvesting. Traditionally, these ships (especially in the 16-18 centuries) are not intended for long voyage in the ocean.K, while testing I had these ideas come to mind, some of these I may have mentioned before:
1. Should a fishing ship be able to sail to europe or be able to be automated? If not then the cost to build could be lowered sense ships like Caravel would still be used to transport to europe.
Automated fishing would be ideal, if it doesn't require too much time for programming and doesn't lead to new bugs in the game.2. Should fishing be completely automated. Like you can go to a fishing spot then give the command to auto fish and the ship will then load to full, sail home to unload, then sail back to spot to refish.
It is the right idea. If it can be implemented on Fish/Whale resources, then it can be applied to the mineral resources (gold, silver, etc.), too. And then the idea of "Geologist from Europe" may finally be realized.3. Should fishing resources expire over time with new ones appearing elsewhere?.
Why not?4. We could give Fishing Boats experience with each succesful fishing trip and then have promotions designed just for them that increase say cargo hold, or amount gained from fish resources, or other features.
Absolutely true from a historical point of view. MultipleYieldsConsumed_v0.06 by Aymerick permits simultaneously produce two or more resource from the same bonus tile. In this case it may be Food (YIELD_FOOD) and Whaling Oil (YIELD_OIL).5. Should the Whales bonus give Whale Oil and such in the form of Trade Goods as well as food. That would give the Whale bonus resource an extra benefit over all other fish resources and would fit with actuall history as they where used as food as well as other commoditys.
Maybe the most complicated part of work... Good luck in your development!Still to do:
I would like to see the AI using whaling ships as well.. that of course would take some more programing.
1. Should a fishing ship be able to sail to europe or be able to be automated? If not then the cost to build could be lowered sense ships like Caravel would still be used to transport to europe.
2. Should fishing be completely automated. Like you can go to a fishing spot then give the command to auto fish and the ship will then load to full, sail home to unload, then sail back to spot to refish.
3. Should fishing resources expire over time with new ones appearing elsewhere?
4. We could give Fishing Boats experience with each succesful fishing trip and then have promotions designed just for them that increase say cargo hold, or amount gained from fish resources, or other features.
5. Should the Whales bonus give Whale Oil and such in the form of Trade Goods as well as food. That would give the Whale bonus resource an extra benefit over all other fish resources and would fit with actuall history as they where used as food as well as other commoditys.
Hey guys,
I'm about to release a new version. I've added a new "whale oil" yield, a automate command as well as AI using whaling and fishing boats.
I've had so much trouble with the working unit convertion so I scraped that... Instead I made "working" professions. This way the graphic changes but the unit (and this pointer) isn't killed... Of course I made it so other units can't have those professions...
Now I was thinking about adding another new yield as fishes and, somewhat like you've done with "pirated goods" in your Privateer mod Kailric, you would be asked if you want to convert that fish yield into food when unloading or keep it as tradable...
I'm just tweaking so last AI stuff now and I'll upload late...
Aymerick
version 0.4c changes :
- Can work bonus within Native village radius if Plot isn't being already worked.
- Now only gather from bonus yield change, not both terrain and bonus.
- Added new "Whale Oil" yield.
- Added new boats automation.
- AI now uses the boats.
- Boats Graphic Switch now works with profession.
- Removed "Fish and unload to city" mission.
- Boats now can't load units or cargo.
Todo :
- Tweak Boats explore AI for better results.
- Tweak Boats AI unit value for the AI to buy them, but not too much.
Here is the link to the new version :
http://www.filefront.com/16597299/Whalingboat_v0.04c.zip
Kailric, if you want to make changes, I've made tons of small modifications and rename alot of stuff so just start from scratch with the new version...
Also, I've removed the "Whaling and Unload to city" since the Automate now works but I could always put it back in...
Let me know what you think,
Aymerick
1. We could add the "Select Home Port" and "Return to Home Port" feature of my Privateer Mod. This feature would work for all Ships and wagon trains. That way you can select which town you want your Fishing ship to send the food too. Its also a good command to have anyway that way when your ship arrives from Europe you just hit "Return to Home Port" and it auto unloads at its selected city.
2. I noticed on Auto Fish the fishing ship does not go to "Coastal Fish".. it went to Crabs lots futher away but not to the Coastal Fish just out side city radius. Edit: I could however manual fish from Coastal Fish
3. I haven't checked your code yet but Do auto fish units "Explore" on their own or do they only go where they Know fish is? Just wondering about the process. If there is no spot to fish from the Unit should just explore until it finds one I am thinking, thats what it seems like it is doing.
4. There is a bug where if you have a Privateer on the map the Fishing boats just shut down. From what I seen they want move, just sit there. Didn't matter if the fishing boat could see the Privateer or not.
I was trying to create a similar function in my mod without changing the SDK (which I don't know how to do ), in my case making the ability for ships to clear an Asteroid terrain feature in the "ocean" and provide some resources to the nearest city.
I created a ship that can use BUILD_REMOVE_ASTEROID to clear FEATURE_ASTEROID, and made this Build command provide resources in the nearest city (like Workers clearing a Forest). It works pretty well for my purpose, except that the AI doesn't use it even when I give the unit UNITAI_WORKER. So I was wondering, is there some way I could adopt some of your code to make the AI use this Build command for ships? Or alternately to somehow use the existing Sea Worker unitai from Civ4?
I only tested things out I didn't play through a game to see if the AI built fishing boats. Thats easy enough though just make the AI autoplay.
Also, in that one bug with the privateer. What I did was give an AI player a fishing boat and a whaling boat and see what they would do. They seem to be working just fine. Then when I created a privateer next to one of the boats it just stoped working. I moved the privateer to the other AI boat and when I found it it stopped as well.
Edit: Then when I deleted the Privateer the boats started working again.
Are you sure Auto Fishing can find Coastal Fish cause the one Fishing boat kept ignoring the Coastal Fish just out side the city and going to the Crabs much further away?
Hey Kailric,
I think I've fixed the Privateer problem.
Now for the Auto Fishing AI, which way should I go... Should the boats "remember" the last and/or best plot to fish on or should they always start anew after every completed mission?
Aymerick