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[pb46 spoilers] Hitru lurks again

Would be great if we could use the full name, but aside from aesthetics we also would run into the character limit problem.

I can't guarantee that you will be able to program at the end, especially because this depends on our performance here. But it's a good idea. I will add some snippets of the class and will try to explain what's happening there. In the mean time here is some further reading about programming:

The best way to learn programming is by doing. Find something small and start on that, you will learn a lot by those small projects. I also don't recommend reading a lot of coding books. Coding is one of those skills that profits a lot from the internet and you can find a lot of information there. I for one never read any coding books and learned everything on the internet.

Codeacademy

There are quite a lot of sites were you can learn coding nowadays. I can especially recommend Codeacademy. My wife recently started learning there and made quite some progress.

Crash Course Computer Science

If you don't happen to know the Crash Course series on youtube, then boy are you up for some good education content. Of course they made a series about Computer Science by now. This is not so much about programming itself, but rather a view from the absolute low level to some higher concepts. A really good overview.
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

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Turn 9

I've got through the first eight crash courses Charriu, but I may have to watch them multiple times...

Okay, we think this should be enough info for the initial dotmap. Let's have your thoughts.


Demos.


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Turn 11

Our scout dealt with a wolf flawlessly and should face another easy fight soon. The capital grew to size 2 so it switched to build a worker after this shot.


After a bit of debate this is the current dotmap plan. Red first, then blue (probably the one on the hill) and pink are fairly sure. The yellow and green sites will have to wait a bit for some seafood scouting. Purple is pure speculation.


Demos. We're first to size 2 - surprising since there were several other players who went workboat first like us - so by shuffling tiles and changing research to Animal Husbandry (we're actually on Mining) we can pretend to be the best.


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Turn 14

Our scout hasn't found any amazing city sites in the south west yet. This great lake is interesting but it might make for a tricky border with a neighbour to the south. I think we'll move NW-SW next turn then carry on to explore the west.

Our second scout is due from the capital on turn 23 and will explore the east side of the lake before then doubling back to help us settle cities 3 and 4. We thought the changes to barbarian animals (they're weaker vs scouts and keep appearing until turn 40) meant that building a Quechua next would be more risky and wouldn't explore as many tiles.


Demos. Starting on BW makes our GNP look good. Our crop yield is still way ahead of the pack (only Krill is level with us) but other players will be improving their first resources in the next few turns so expect some catch-up.


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Turn 17

Just more scouting without meeting anyone. Camera flying makes me think the land continues to the south west some distance as well as to the south and the east, so I'd expect at least three or four other civs to be on this land mass. Odd that we haven't bumped into them yet.

There's some coast to the north west so I think we should head to the highlighted tile to check it out before circling around to the north to uncover possible settling territory by the t11 lion sign.



Demos.


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Turn 24

The big copper reveal turn... And it's right where we wanted to place city 3.

So now we need to do some simming to see if settling 1S of copper is better for us. It'll settle a turn earlier, and adds a 1/5/0 tile to the empire, but it won't be the amazing bureau-cap that settling on the copper would, doesn't get us early gold and doesn't share sheep. In the west we want to settle a sheep/wheat city asap, perhaps city 5 or 6, as a stepping stone to the wine city in the south west. But that depends on what our new scout finds to the south east and where our neighbours actually are. We still haven't met anyone. Iiam


Demos.


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Turn 27

Happily we don't have any neighbours to the immediate west. And there's room for a couple of good canal cities over there. Our scout will head back south to make some new friends now.

The settler completes this turn and should settle on turn 29, but there's a chance an animal will show up on the forests by the copper because we were a little *too* caught up in scouting and forgot to fog bust for the second city. Fingers crossed we don't have to delay.

The new scout already flawlessly killed one bear and will kill another this turn. I think giving scouts 200% vs animals may have been too much - we've had 5 flawless victories so far!


Demos. No-one has settled city 2 yet.


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Turn 28

Exciting times. There are no animals to interfere with our settling plans and we meet Pindicator's (FIN/EXP Arabia) workboat. It's early to be using a wb to explore, so I expect this to turn back towards his second city soon. There's a blob of land to the west of the workboat, which is where Pindi is most likely to be, but this makes settling over here more tricky - once Pindi has sailing I expect him to contest the sheep/wheat city site...


How did we rate Pindicator before the game started?

(September 21st, 2019, 03:11)Old Harry Wrote:
Pindicator
Pacal (EXP/FIN) of Arabia (Madrassa, Camel Archer, Agriculture, Mysticism)

OH: Pindicator has a habit of checking out of games. While he's engaged (especially with a quality dedlurker) he's a major threat, but I expect him to get busy or disheartened by a mistake around turn 80 or so and drop off. We need to keep an eye on who is posting in his thread to gauge his engagement (no-one so far).

Arabia is likely to go for religion and is well set up for a water map with Pacal, but there isn't a whole lot of synergy here. The camel archer is handy when you're rolling over a weak neighbour or second in turn order with a GG medic, but probably won't make a big difference.

Neighbour rating: Icon_FoodArghArgh

His posting rate is good thus far, but Miguelito has only posted 6 times, so I'm hopeful that he'll let things slide a bit in about 50 turns. I don't see us eating him without some help, so let's hope for a more tasty neighbour to the south. I'm also hopeful that he'll see us as too much trouble to take on and will focus his armies elsewhere.

Demos. We're the second non-SPI civ to revolt (Krill did it way back on t15). Rusten (SPI/EXP India) planted the first second city this turn. It's nice that we're only a turn behind. smile


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Turn 29

Three reports in a row. Things are starting to happen... Rusten settled his second city after we played last turn, but thanks to hanging on the turn roll we settle the second second city of the game this turn. Krill whipped last turn so his should arrive next turn. Others shouldn't be too far behind, but I'm surprised we're so competitive with our bad start techs. It is nice to be IMP.


We also got the chariot quest this turn, but I don't see us building 12 chariots, so we'll ignore it.

Demos. Joint first on food and hammers and only behind on GNP because we're saving a little cash this turn. Life is good. smug


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We settled our second city and you know what that means. It's time to dig into the code again:

ButtonPopup (Actual name: CvDLLButtonPopup) 2690 lines


Based on the name you probably have a pretty good guess what this class is doing. Yes, you are right. This class controls the small popup windows/messages like the prompt to change religion after founding or choose production in a city after it finished the last one. Basically if you see a window with an OK button or some more buttons with decisions for you it is controlled by this class.

You may also notice that I added the amount of lines in the file. That should give you a good estimate of how big a class/file is. But don't think that more lines is better. It's actually harder to grasp what is happening, which is why today you rarely see classes with that many lines of code. It's better to write smaller more generic classes. That way it's easier to reuse code.
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

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