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  • The Eagle has Landed!

    SDK + Patch 1.61 now available...

    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"

  • #2
    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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    • #3
      "Only" the source code ? That's what you can change the entire game with...
      Solver, WePlayCiv Co-Administrator
      Contact: solver-at-weplayciv-dot-com
      I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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      • #4
        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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        • #5
          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.

          Join Eventis, the land of spam and unspeakable horrors!

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          • #6
            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.

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            • #7
              There's a lot more interesting stuff there .

              Not razing holy cities is relatively new, though, I think...
              Solver, WePlayCiv Co-Administrator
              Contact: solver-at-weplayciv-dot-com
              I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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              • #8
                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.

                Roger Bacon

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                • #9
                  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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                  • #10
                    Anyone need help in deciphering the combat code? Let me know.

                    Dale

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                    • #11
                      Don't you have something to post ?
                      Solver, WePlayCiv Co-Administrator
                      Contact: solver-at-weplayciv-dot-com
                      I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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                      • #12
                        Not for the latest patch, gotta convert it first.

                        Dale

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