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More misc. changes; not really tested yet (v0.91b)
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When both AI Auto Play and Debug mode are enabled, the player receives messages about major events as if the player's civ had perfect knowledge of the game state. [advc.127]
Chapter added to the manual: "All-AI Games"

No Civ4lerts during AI Auto Play or right after AI Auto Play ends. [advc.127]

XML switch (UWAI_SPECTATOR_ENABLED) added that causes messages about UWAI war preparations to be shown. [advc.104v]

Civics changes are no longer recorded in replays. [advc.106]

Cost of Pacifism increased from 0.5 to 1 gold per military unit, though the AI still pays only 0.5 gold. [advc.912b]

The AI per-era modifier no longer applies to the AI discounts on unit supply and upgrade costs. [advc.250d]

Reduced the Worker speed bonus that the AI receives on the highest three difficulty settings. [advc.113]

Bug fixed that had caused a Python crash on the Hall of Fame screen when encountering a replay on King difficulty (that difficulty was removed in v0.90). [advc.250a]

The death of a Great General is only reported to players that have met the owner of the dead General. (BtS reports it to all civs.) [advc.004u]

Removed the copy of Continents.py from the mod. It had been included solely so that Continents appears near the top of the list of maps, but the script really doesn't play that well. [advc.137]

Made colors of Greece and Persia easier to distinguish. [advc.002i]

Comments in GlobalDefines_advc revised.

Some changes by DarkLunaPhantom (from December 2017) adopted:
* No free food when adding city population in Advanced Start [advc.250c]
* Imperialistic trait reduces the cost of cities in Advanced Start (except for the first city) [advc.250c]
* Improved City AI for building Bomb Shelters [dlph.16]
* Bugfix in AI code for filling ships with missiles [dlph.15]
* Barbarian AI assumes that maintenance of units costs no gold [dlph.14]
* Spelling corrections in various comments
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f1rpo committed Jan 9, 2018
1 parent d8c283f commit afdb91d
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Showing 36 changed files with 526 additions and 399 deletions.
Binary file modified Assets/CvGameCoreDLL.dll
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3 changes: 2 additions & 1 deletion Assets/Python/Contrib/Civ4lerts.py
Expand Up @@ -152,7 +152,8 @@ def addMessage(iPlayer, szString, szIcon, iFlashX=-1, iFlashY=-1, bOffArrow=Fals
Culture: Zoom to City, Ignore
"""
# <advc.706>
if gc.getGame().isRFBlockPopups():
# advc.127: No alerts during or right after Auto Play
if gc.getGame().isRFBlockPopups() or gc.getPlayer(iPlayer).isHumanDisabled() or gc.getPlayer(iPlayer).isAutoPlayJustEnded():
return # </advc.706>
# advc.106c: Reduced time from LONG to normal
eventMessageTimeLong = gc.getDefineINT("EVENT_MESSAGE_TIME")
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3 changes: 2 additions & 1 deletion Assets/Python/Contrib/MoreCiv4lerts.py
Expand Up @@ -55,7 +55,8 @@ def _addMessageAtPlot(self, iPlayer, message, icon, plot, iColor=-1):
def _addMessage(self, iPlayer, szString, szIcon, iFlashX, iFlashY, bOffArrow, bOnArrow, iColor):
#Displays an on-screen message.
# <advc.706>
if gc.getGame().isRFBlockPopups():
# advc.127: No alerts during or right after Auto Play
if gc.getGame().isRFBlockPopups() or gc.getPlayer(self.iOwner).isHumanDisabled() or gc.getPlayer(self.iOwner).isAutoPlayJustEnded():
return # </advc.706>
# advc.106c: Reduced time from LONG to normal
eventMessageTimeLong = gc.getDefineINT("EVENT_MESSAGE_TIME")
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12 changes: 10 additions & 2 deletions Assets/Python/Screens/CvHallOfFameScreen.py
Expand Up @@ -300,14 +300,22 @@ def drawContents(self):
iValue = replayInfo.getFinalTurn()
elif self.iSortBy == SORT_BY_GAME_SCORE:
iValue = -replayInfo.getFinalScore()

# <advc.250a> Legacy support for King difficulty
handicapDescr = "(invalid)"
diffic = replayInfo.getDifficulty()
if diffic >= 0 and diffic < gc.getNumHandicapInfos():
handicapDescr = gc.getHandicapInfo(diffic).getDescription()
# The 10th handicap (ids start at 0) used to be King
elif diffic == 9:
handicapDescr = "King"
# </advc.250a>
self.infoList[iItem] = (iValue,
localText.getText("TXT_KEY_LEADER_CIV_DESCRIPTION", (replayInfo.getLeaderName(), replayInfo.getShortCivDescription())),
replayInfo.getNormalizedScore(),
replayInfo.getFinalDate(),
replayInfo.getFinalScore(),
szVictory,
gc.getHandicapInfo(replayInfo.getDifficulty()).getDescription(),
handicapDescr, # advc.250a
gc.getWorldInfo(replayInfo.getWorldSize()).getDescription(),
# gc.getClimateInfo(replayInfo.getClimate()).getDescription(),
# gc.getSeaLevelInfo(replayInfo.getSeaLevel()).getDescription(),
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19 changes: 10 additions & 9 deletions Assets/XML/Interface/CIV4ColorVals.xml
Expand Up @@ -390,9 +390,9 @@
</ColorVal>
<ColorVal>
<Type>COLOR_PLAYER_LIGHT_BLUE_TEXT</Type>
<fRed>0.63</fRed>
<fGreen>0.82</fGreen>
<fBlue>1.00</fBlue>
<fRed>0.58</fRed>
<fGreen>0.74</fGreen>
<fBlue>0.99</fBlue>
<fAlpha>1.00</fAlpha>
</ColorVal>
<!-- darkened -->
Expand All @@ -410,7 +410,7 @@
<fBlue>0.15</fBlue>
<fAlpha>1.00</fAlpha>
</ColorVal>
<!-- desaturated -->
<!-- desaturated, less red -->
<ColorVal>
<Type>COLOR_PLAYER_CYAN</Type>
<fRed>0.43</fRed>
Expand All @@ -421,8 +421,8 @@
<ColorVal>
<Type>COLOR_PLAYER_CYAN_TEXT</Type>
<fRed>0.58</fRed>
<fGreen>0.93</fGreen>
<fBlue>0.97</fBlue>
<fGreen>0.86</fGreen>
<fBlue>0.94</fBlue>
<fAlpha>1.00</fAlpha>
</ColorVal>
<!-- darkened, less red -->
Expand Down Expand Up @@ -686,11 +686,12 @@
<fBlue>0.65</fBlue>
<fAlpha>1.00</fAlpha>
</ColorVal>
<!-- a little more red -->
<ColorVal>
<Type>COLOR_PLAYER_LIGHT_BLUE</Type>
<fRed>0.50</fRed>
<fGreen>0.70</fGreen>
<fBlue>1.00</fBlue>
<fRed>0.51</fRed>
<fGreen>0.65</fGreen>
<fBlue>0.98</fBlue>
<fAlpha>1.00</fAlpha>
</ColorVal>
<ColorVal>
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5 changes: 3 additions & 2 deletions Assets/xml/GameInfo/CIV4CivicInfos.xml
Expand Up @@ -857,7 +857,7 @@
<Button>,Art/Interface/Buttons/Civics/Serfdom.dds,Art/Interface/Buttons/Civics_Civilizations_Religions_Atlas.dds,7,2</Button>
<TechPrereq>TECH_FEUDALISM</TechPrereq>
<iAnarchyLength>1</iAnarchyLength>
<!-- advc.912: was LOW -->
<!-- advc.912a: was LOW -->
<Upkeep>UPKEEP_MEDIUM</Upkeep>
<iAIWeight>0</iAIWeight>
<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
Expand Down Expand Up @@ -1699,7 +1699,8 @@
<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
<iGoldPerUnit>0</iGoldPerUnit>
<iGoldPerMilitaryUnit>50</iGoldPerMilitaryUnit>
<!-- advc.912b: was 50 -->
<iGoldPerMilitaryUnit>100</iGoldPerMilitaryUnit>
<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
<iMaxConscript>0</iMaxConscript>
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2 changes: 1 addition & 1 deletion Assets/xml/GameInfo/CIV4EraInfos.xml
Expand Up @@ -166,7 +166,7 @@
<iResearchPercent>80</iResearchPercent>
<!-- BBAI start: effectively modify cost for all techs from this era. Default: 4 -->
<!-- advc.910: was 6 in K-Mod -->
<iTechCostModifier>5</iTechCostModifier>
<iTechCostModifier>8</iTechCostModifier>
<!-- BBAI end -->
<iBuildPercent>100</iBuildPercent>
<iImprovementPercent>100</iImprovementPercent>
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9 changes: 6 additions & 3 deletions Assets/xml/GameInfo/CIV4HandicapInfo.xml
Expand Up @@ -740,7 +740,8 @@
<iAIStartingExploreUnits>1</iAIStartingExploreUnits>
<iBarbarianDefenders>3</iBarbarianDefenders>
<iAIDeclareWarProb>100</iAIDeclareWarProb>
<iAIWorkRateModifier>50</iAIWorkRateModifier>
<!-- advc.113: was 50 -->
<iAIWorkRateModifier>30</iAIWorkRateModifier>
<iAIGrowthPercent>90</iAIGrowthPercent>
<!-- advc.251: I.e. higher tech costs for the AI -->
<iAIResearchPercent>103</iAIResearchPercent>
Expand Down Expand Up @@ -866,7 +867,8 @@
<iAIStartingExploreUnits>1</iAIStartingExploreUnits>
<iBarbarianDefenders>4</iBarbarianDefenders>
<iAIDeclareWarProb>100</iAIDeclareWarProb>
<iAIWorkRateModifier>75</iAIWorkRateModifier>
<!-- advc.113: was 75 -->
<iAIWorkRateModifier>40</iAIWorkRateModifier>
<iAIGrowthPercent>85</iAIGrowthPercent>
<!-- advc.251: I.e. higher tech costs for the AI -->
<iAIResearchPercent>105</iAIResearchPercent>
Expand Down Expand Up @@ -995,7 +997,8 @@
<iAIStartingExploreUnits>1</iAIStartingExploreUnits>
<iBarbarianDefenders>4</iBarbarianDefenders>
<iAIDeclareWarProb>100</iAIDeclareWarProb>
<iAIWorkRateModifier>100</iAIWorkRateModifier>
<!-- advc.113: was 100 -->
<iAIWorkRateModifier>50</iAIWorkRateModifier>
<iAIGrowthPercent>80</iAIGrowthPercent>
<!-- advc.251: I.e. higher tech costs for the AI -->
<iAIResearchPercent>125</iAIResearchPercent>
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