The Altera Centauri collection has been brought up to date by Darsnan. It comprises every decent scenario he's been able to find anywhere on the web, going back over 20 years.
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Call To Power 2 Cradle 3+ mod in progress: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition
Ceeforee v0.1 - The Unofficial Civ 4 Editor -= Something no Civ Modder should ever be without =- Last Updated: 27/03/2009
"Just because I'm paranoid doesn't mean there's no conspiracy"
Hummm... On second thoughts, the SDK is kind of disappointing. I was expecting some tools of some kind, plus the ability to open the .vcproj file in Visual C++ 2005.
Neither are available. It is only the source code for the game DLLs.
Ceeforee v0.1 - The Unofficial Civ 4 Editor -= Something no Civ Modder should ever be without =- Last Updated: 27/03/2009
"Just because I'm paranoid doesn't mean there's no conspiracy"
EDIT: My Bad... I didn't notice that all the files are set to read-only, so the conversion to VC++2005 didn't work... switching that off fixes the problem.
But I still say that extra tools should have been included, such as some form of .nif editor. Also a GUI editor for the .thm interface files would be nice.
Ceeforee v0.1 - The Unofficial Civ 4 Editor -= Something no Civ Modder should ever be without =- Last Updated: 27/03/2009
"Just because I'm paranoid doesn't mean there's no conspiracy"
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Very cool indeed! 8007 lines of AI code to read
CvPlayerAI.cpp
EDIT: Interesting tidbit number one, do you know that the AI will never raze a city during the first 20 turns? Even more interesting, it will never raze a holy city or one with an active wonder in it.
Code:
void CvPlayerAI::AI_conquerCity(CvCity* pCity)
{
CvCity* pNearestCity;
bool bRaze;
if (canRaze(pCity))
{
if (GC.getGameINLINE().getElapsedGameTurns() > 20)
{
if (!(pCity->isHolyCity()) && !(pCity->hasActiveWorldWonder()))
{
For a programmer with an interest in AI this is a lot of fun
Last edited by Snoddasmannen; April 13, 2006, 16:12.
Originally posted by Snoddasmannen
Very cool indeed! 8007 lines of AI code to read
CvPlayerAI.cpp
EDIT: Interesting tidbit number one, do you know that the AI will never raze a city during the first 20 turns? Even more interesting, it will never raze a holy city or one with an active wonder in it.
Yeah, I noticed that. Lots of godo reading in there.
One of the first things I wantto do is change the AI routine so that whenever you get a negative relation for some action (You didn't help civ X in their war against civ Y) that you also get a positive relation in the other direction (in this case, a bonus for civ Y for not helping civ X fight against them). I haven't seen that part of the AI code yet, but I haven't looked through all 800 lines.
I'm more interested in improving the tactical prowess of the AI. It actually does a great job of getting troops to roughly the right place, but then it often seems to get a little off track and really tilt the odds in favour of the human.
I have a background in computer chess programming, so I was hoping to jump right in and fix up a little 1 ply alpha-beta search and make it behave optimally, at least when attacking. Of course that was desperately over-optimistic
One of the bigger problems seems to be that the order in which units move is decided in a different location than where the units actually move. Having them seperate is probably a nice thing to have architecturally, but it may make implementing a highly effecient AI in tight tactical situations more tricky. Basically you seem to be forced to rely on assumptions such as catapults always move first, and a unit will always want to use all its MPs at once, and stuff like that.
Correct me if I'm wrong I'm probably rambling here, it's almost midnight and I already spend most of my days looking at code I think the overall AI design seems to be very nice and flexible, not to mention extremely interesting. The whole missions concept is a cool way to solve things. Many kudos to Firaxis for releasing this, awesome.
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