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  • Area of Influence

    I don't know if this has been discussed before, there's a lot to go through in these forums, so I will just present the idea and see where it goes.

    Frequently, when I take over a city and it is interfering with one of my own cities, I will melt it and convert it to a settler, sometimes even a really large city. Sometimes also, I will palce a new city near the edge of another player's territory, and purposely grow it quickly (terraform and max out the food production).

    In both of these cases, I can never get my city to 'take over' territory that it should control, due to its growth. I could really use the ability to 'force' a recalculation of either a specific city's area of influence, or the entire map, based on the relative sizes of adjacent cities. Naturally, when next to another player's city, the existing player may possibly gain a 'prior resident' bonus in the recalculation, but in the other case this wouldn't apply at all, and if my city grew to a much larger size it should be able to take some territory over, especially when the third ring of the other player's city is occupying some of my city's first ring.

    Maybe even a global recaulculation each turn, or each century after say, the year 1000AD, would be a good idea.

    Any comments?
    8
    Yeah, on demand per city would be great!
    37.50%
    3
    Yeah, on demand globally would be fantastic!
    25.00%
    2
    You bet! Global recalculation!
    12.50%
    1
    Go home, you strategically challenged dork, suck it up!
    25.00%
    2

  • #2
    If you prope a line of code t may get more interest. I nootice more and more here that good ideas (without code) drop off quickly. Creating code (or attempting too) gets more support
    Formerly known as "E" on Apolyton

    See me at Civfanatics.com

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    • #3
      It would take a long time for me to come up with some code, considering that I know absolutely nothing about the source code at this point, but when I get a chance between classes, work, and my fiancee, I'll look into it.

      If possible, the event could be made as a simple trigger to recalculate when the city expanded by default, which would make it much simpler than what I described above, but I am not sure whether the code would handle it in a way that would result in what I am looking for. So far, every time a city has expanded, the now-vanished city's AoI stays in place, or the other player's city retains its AoI, even when my city is size 30+ and his is less than 15.

      My approach to the idea would be to first set up a new control so that a player could choose when and how AoI recalculation would occur. After that, I'd have to dig into the source code and find out how it's done when a city is first created, and when it reaches the population levels that expand the AoI to the second ring and beyond.

      I would make a recalculation that affected a single city, so that the individually triggered mode would be serviced, and then apply it iteratively to address global recalculation, perhaps even recursively with a recursion limit to prevent vacillation. Were I to really get into it deeply, some kind of tracking of map squares and when they last changed "ownership", such that an individual square wouldn't end up sqitching back and forth between players except due to the normal process of city takeover.

      Comment


      • #4
        Where did you observe this behavior?
        Im thinking that this sounds like some tile ownership problems that Martin fixed some time ago.
        Try the latest playtest and see for yourself

        -klaus

        Comment


        • #5
          As far as I know, I already have the latest, but maybe I am looking in the wrong place. I'll have a look around for something newer.

          Comment


          • #6
            5th of March 2005 is the latest for download: http://page.mi.fu-berlin.de/~guehman...2.Playtest.rar
            Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
            CtP2 AE Wiki & Modding Reference
            One way to compile the CtP2 Source Code.

            Comment


            • #7
              ok, is that the one I need to compile myself?

              Can I lay it overtop an install and still load a saved game, or do I have to start an entirely new one?

              What I have currently is the 2004-07-26 Apolyton build from the downloads section, I'm not sure what is included with that, plus a few graphics mods (Apolyton TileFile and Martin Gühman's message icons) and some small changes to the text configuration files, as per my other post at

              Comment


              • #8
                No its already compiled, youll see in the rar. It includes Martins larger msg icons but not the Apolyton tile file.

                As far as i know an old save will be compatible.
                Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                CtP2 AE Wiki & Modding Reference
                One way to compile the CtP2 Source Code.

                Comment


                • #9
                  Tried this out, and while it seems to be overall compatible, there were a few changes that uspet my game in progress, and a lot of really strange problems with the messages.

                  I don't know if this was because I used a save file from before patching in or not, but I was getting city names in place of messages that my tanks were going veteran, and in place of the message you're supposed to get when you conquer the last city of a nation. Also, I was getting such things as offers to remove troops from my territory, but in [top left corner] status messages, and not in the [bottom left corner] message box, and definitely not in the diplomacy dialog box.

                  Edit: I forgot to mention that I was also missing all of my earned terraforming icons in the PW box when I applied the patch.(/edit)

                  Edit2: Also, I was getting many other wierd messages in the message box (bottom right), in place of such ones as "Sillytown has built a zoo. The queue for Sillytown is now empty."(/edit2)

                  I restored my backup of the directory and am going to reapply the 2005/03/05 patch to a copy and start a new game, when I am done with my current one, as I'd like to see what the changes are, but avoid the strange message problems, if indeed they were caused by an incompatibility with the save file.
                  Last edited by percuno; March 26, 2005, 14:23.

                  Comment


                  • #10
                    There are no incompartibilities, you just forgot to reload slic. To do this just open the chat window by typing the apostrophe key (') and entereing: /reloadslic

                    -Martin
                    Civ2 military advisor: "No complaints, Sir!"

                    Comment


                    • #11
                      I don't even know what slic actually is, I just hear about it a lot, something to do with mods, so really, nothing I could 'forget', since I didn't know about it in the first place

                      Anyway, I'll give that a try and see where it goes from there.

                      Comment


                      • #12
                        Originally posted by kaan
                        Where did you observe this behavior?
                        Im thinking that this sounds like some tile ownership problems that Martin fixed some time ago.
                        Try the latest playtest and see for yourself

                        -klaus
                        Actual this has to do with vision and not with the actual ownership of the tile.

                        I think he is talking about a problem you can observe in the patched version. Use the cheat editor place a city, earase it from the map and place another one tile away. And the radius of the first city doesn't belong to the radius of the second city even if should be. However I was never able to replicate this bug in the source code version.

                        Originally posted by percuno
                        I don't even know what slic actually is, I just hear about it a lot, something to do with mods, so really, nothing I could 'forget', since I didn't know about it in the first place
                        I wrote my post in a hurry, therfore it didn't matter to me whether you forgot it or gottn't it in the first place. But anyway you have to do the slic reload whenever you which to continue a save game saved with a previous version of CTP2. Well at least if we changed something in the string database. And that happens quite often.

                        -Martin
                        Civ2 military advisor: "No complaints, Sir!"

                        Comment


                        • #13
                          I don't use any cheat editor, I am talking about two situations in the normal game.

                          1.) You snuggle a settler up against the border of another player and settle, then grow it really fast, such as by terraforming your owned territory all to grasslands and building all hydroponic farms, plus setting some population to be farmers, so tha it quickly grows to a higher population than the other player's city.

                          2.) You snuggle a settler up against the border of another player, then conquer his city and starve it until you can disband the city (size 1-3) into a settler.

                          On the main map, you can see the border of the AoI (Area of Influence) of your city, and you can also see it in the city manager. I'll paste some screenshots of one of each example once I get home and set them up, I'm at school atm.

                          Is the string database an actual db file or just a delimited text file? (yeah, I know, subtle difference, but it's good to know ).

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                          • #14
                            Martin, thats a really extreme case, i wonder what its about

                            i find if a city grows or lose (starve/settlers) rings, they will fill in any unoccupied holes in area of influence, but it would be nice to have sth that can recalculate on demand like the poll sez

                            Comment


                            • #15
                              Ah, but it's not only the unoccupied AoI holes I want, it's the ones that my city should take over from another city by virtue of growing larger than it.

                              For instance, if I park my settler next to another civ's city that has a population of 17, and make a new city, and I grow it very fast to say 35, while his city only reaches say 19...I should be able to 'take over' squares that fall in the area of my first ring that are currently in his third ring of tiles, and perhaps even take over tiles that would be in both cities' second ring, if my city gets a lot bigger than his.

                              Of course, the other example of taking over completely unoccupied tiles, is even more logical.

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