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Technical Assistant
Of the Peanuts Gallery
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Apr 2004 time: 17:45
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Jon's an Apolytoner, but I imagine he posts occasionally at CFC when needed. He actually works for (gets a paycheck from) Firaxis, as opposed to Dale who does not as far as I know. Road to War (and Rhye's and Fall, and Fall from Heaven) were all fan-mods that were included on the BtS distribution because of their popularity and completeness.
Final Frontier is a Firaxis produced scenario, and so part of BtS officially. Thus, patches for it would generally come in the main distributed patch, and Jon can't individually release anything (he works for Firaxis, so it's up to them what to do).
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Warlord
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Dec 2005 time: 23:45
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Events basically work the same as in vanilla BTS. Buildings however don't as you can have several buildings of the same type in one solar system! Therefore the destroy random building part is going to be hard.
Some time ago I tried to mod the AI. It worked out pretty well but the problem is, that all the modification compared to the original AI are written in Python. This makes it quickly very slow. However the vanilla Python code is far from being well optimized.
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Warlord
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Dec 2005 time: 23:45
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Of course there is but lets say it is a bit hackish.
The underling city contains only the buildings on the current selected planet. What is build on the other planets is only stored in Python (which is basically undocumented) and when you switch the selected planet the python code basically destroys every building in the city and builds those it has in it's list.
Basically this means every vanilla civ way of doing things will only affect buildings on the selected planet and risks to desynchronize the python part with the vanilla civ part and cause strange bugs (like for example switching the selected planet rebuilds the destroyed building...).
The FF way of doing things has a big change of being buggy or not existing at all.
This is also the reason why you can't queue buildings on different planets.
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Warlord
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Dec 2005 time: 23:45
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I moded again.
The Python file is supposed to replace Final Frontier/Assets/Python/CvFinalFrontierEvents.py . Be sure to backup the original file however (by for example renaming it).
What changes:
- The onBeginGameTurn event is processed a lot faster. The original code looped about 3 times over every plot of the map. The new code looks at at most half the plots. Most of the time it is by far less.
- Pirates no longer spawn close to your borders. There has to be 2 not visible plots between the new pirate and any player. (Because of a little optimization in a few rare condition there may be only 1 not visible plot.)
There is a bug in the code that I did not fix (which however was already in the original code). Pirates always start to spawn on turn 30, no matter if you are playing on fast or marathon.
Attachment: cvfinalfrontierevents.py
This has been downloaded 0 time(s).
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All times are GMT. The time now is 23:45. Apolyton Time is 18:45. |
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