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Curious Civplayer - Mysteries of the DLL

(August 5th, 2020, 22:11)Borsche Wrote:
(July 10th, 2020, 09:56)Charriu Wrote: 6. We guarantee that this number is at least 1

This will sound stupid, but is there a way for the number to be less than one? Outside of changing these checks, but in the realm with full on worldbuilder cheating.

There are two explanations for this:

1. The value can only become 0 never less then that and the developers wanted to make sure that it stays at 1.
2. Back in some older versions of Civ4 this value was able to get smaller then 0 or 1 and the developers put this in to ensure it stays positive.

(August 5th, 2020, 22:59)Borsche Wrote:
(August 5th, 2020, 22:23)GeneralKilCavalry Wrote:
(August 5th, 2020, 22:03)Borsche Wrote: Something I would be interested in is governor tile preference lol. https://www.realmsbeyond.net/forums/show...p?tid=9679 its a very  embarassing experience but I ended up not popping out a warrior on the turn that would protect me from boak/gkc because they walked onto a hammers tile I was working. In the interturn it was reassigned to a different tile that left me a hammer short and the capital totally exposed. Something that would've been solved by logging in after boak/gkc and swapping tiles appropriately, but also something that wasn't anywhere close to my mind.

seconded.

Looking through your thread again its probably just looking at the max tile yield available with a preference for food (outside of a specific governor preference). I was working a 1f/2h/1c plains forest river silks tile, along with most likely the coastal fish net and a grass hills mine. That 4/0/2 clams net definitely has a higher yield than anything else. I think what would be interesting to see is just if it would prefer a particular tile given even yields (so lets say a grass hill copper tile that has a 1/5/0 yield)

I've put this on the TODO list and will investigate it.
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Charriu, thanks for looking into this. thumbsup

I am confused by the code you included. The loop is looking for the smallest iValue, not the largest. iBestValue starts artificially large (MAX_INT) and shrinks as smaller values are found. Do the yield rank and population rank functions return higher values for more yield/larger pop, or smaller ones? Because this looks like it DIS-favors higher yielding, larger cities. Although the random factor with 4 * number of cities may drown out most of that, anyway.

Maybe I am misinterpreting this? Not enough sleep and my skills are rusty. duh
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Oh no you might be right. I check this and fix the post later. Thanks.
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It really depends on what those yield rank and pop rank functions are returning. If they give low values for more yield/more pop (as in highest yield/pop gets rank 1) then the loop works as you described. But if they return larger numbers for more yield/pop then the whole thing is reversed.
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(August 6th, 2020, 08:49)haphazard1 Wrote: It really depends on what those yield rank and pop rank functions are returning. If they give low values for more yield/more pop (as in highest yield/pop gets rank 1) then the loop works as you described.

I just checked and this is indead the case. I fixed my post to reflect that. Thanks a lot for fact checking me.
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When do barbs show up? I thought I knew this instinctively but I was looking up guides for it and found nothing. This applies both to animals and barbs and then barb cities. I feel like its a function of difficulty, map size, and territory owned by players but I haven't dug into this very deeply.
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(August 6th, 2020, 23:50)Borsche Wrote: When do barbs show up? I thought I knew this instinctively but I was looking up guides for it and found nothing. This applies both to animals and barbs and then barb cities. I feel like its a function of difficulty, map size, and territory owned by players but I haven't dug into this very deeply.

Look no further

When do Barbs Enter Our Borders

When do Barbs Appear
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I have a question I think this thread might be perfect for: is the TBG map script at a given size altered by the number of players? In other words, is a Large size map different if there are 8 players in the game versus 10 or 12? I believe the answer is 'no' but a gamespy lobby argument has inspired me to find out from the experts. Thanks!
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(August 25th, 2020, 19:12)sunrise089 Wrote: I have a question I think this thread might be perfect for: is the TBG map script at a given size altered by the number of players? In other words, is a Large size map different if there are 8 players in the game versus 10 or 12? I believe the answer is 'no' but a gamespy lobby argument has inspired me to find out from the experts. Thanks!

https://forums.civfanatics.com/threads/w...ns.478273/

You are correct - but a map with more players might slightly break the water %age - not sure about that one though.
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I put it on my to-do list.
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