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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"Tags: None
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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"
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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.Last edited by MMC; April 13, 2006, 14:01.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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There are more files at Firaxis site.The Party seeks power entirely for its own sake. We are not interested in the good of others; we are interested solely in power. Not wealth or luxury or long life or happiness: only power, pure power.
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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())) {
Last edited by Snoddasmannen; April 13, 2006, 16:12.
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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.
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.
Roger Bacon
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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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