Fix workers on coast waking up by setting unit state; Loosen AI worke…#32
Conversation
…r restrictions on coastal movement
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The error with Other than that, this PR looks fine. At the risk of complicating things, perhaps it would make sense if workers were allowed to enter coast tiles only when moving from a land or bridge tile? So they could enter coast to do work but after that their only option would be to return to land. That way they wouldn't be able to take shortcuts over water or walk between continents, etc. |
Ok sounds good.
This makes sense to me and seems pretty reasonable. I think it also depends though on whether we eventually implement some sort of switch to a worker boat FLC for workers on coastal tiles. That's something a number of folks have suggested in the forums and DMs to me. Civinator for example suggested having C3X switch the worker to the Walk FLC, if defined in the animation INI file (he asserted that Walk is otherwise unused in the game, which I can't confirm). I haven't committed to doing this yet, as it seems like a nice-to-have, and I don't know how much work it would be. If workers on coasts looked like boats, it would be perhaps unexpected if they couldn't move to another coastal tile. On the other hand, if they stayed in the vanilla FLC look, it makes a lot of sense. What do you think? Edit: just to be clear, I'm not thinking to implement the water FLC change for R27; if I were to do it at all, it would be down the road. |
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Playing the walk animation might be difficult because you'd have to load it first. There are many animations listed in the INI files that the engine does not use at all. See Besides the animation issue, the other reason I'd be reluctant to allow workers to walk wherever they please over coast is that it upsets the game balance a bit. Like, would you ever build a curragh if you could send a worker out to explore along the coast? The AI can be prevented from doing that but the temptation would still be there for human players. |
…districts_not_cities is true
…ng from land or a bridge
…ense_bonus is true; Dont visually connect great wall tiles if not same territory owner
…h place it is declared upstream
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Ok, ready for review (and merging, if looks good). This PR
I've tested all features and have saves for each, which I'm happy to share. Based on our convo I don't intend to do anything with worker boats animations (in this PR or in the future, right now). After this is merged, I'll prepare PRs for the R28 seasons & animations features. |
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This all looks good to me. I'll merge it sometime soon-ish. I want to merge PR #31 first, which shouldn't take much longer. |
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After experimenting with it, I see that other PR might need some time so I'll just merge this now. |


Howdy - this PR
this->Body.UnitState = prev_state;after running the baseUnit_move_to_adjacent_tile.The reason for the AI coastal worker checks in the first place is just how awkward (almost like cheating though not, as the player can do it) it looks for many AI workers to be moving freely across coastal waters on shortest paths somewhere. I found limiting it to just their territory looks much more natural and less "cheat-y".
Also please note I was getting a compile error with
do_not_place_barb_huts_or_camps_on_impassable_tilesnot being in C3X.h. I don't know if that's an oversight or merge issue, etc. but to get everything to compile on my end I added it to the end. You may not want it declared there; just let me know.Last - I'm still working on the issue with
naval_units_use_port_districts_not_citiescausing AI units not to be loaded on transports. I expect to finalize and have a PR for that this weekend but will keep you in the loop if not.