 |
|
Martin Gühmann
|
 |
Berlin, Germany
Mar 2001 time: 06:21
|
|
quote: Originally posted by Dale
What would happen in the instance of a destroyed city? Either by barbs, starvation, conquest, razing, whatever? Does it stay in the religion array? Be a huge waste of memory I think, and leading towards mem-leaks. |
Yeah these dynamic arrays are a problem they grew automatically. Do you know how I can reduce the size of such an array afterwards, Dale?
-Martin
Last edited by Martin Gühmann on 30-08-2002 at 18:04
|
|
|  |
 |
|
mapfi
|
|
Zurich, Switzerland
Jul 2002 time: 06:21
|
|
I think you're right Pedrunn - that should fill the empty places of the array
|
|
|  |
 |
|
mapfi
|
|
Zurich, Switzerland
Jul 2002 time: 06:21
|
|
it's going smoth yes, just a few things that come to my mind, though:
- settler religion
- didn't we want to allow cleric for every government like i did it in the last version and then create a new unit for theocracy that'd do the conversion cheaper or with higher success
- the calculations in the code for the ai, goals and strategies for ai
- balancing and playtesting
- just a thing i'd like to change about the setting: when a city gets converted I'd like to send the message "do you want to convert all cities" only if the religion level in the civ is high enough - some probability calculation there
- the happiness adjusters in the begin turn handler for now only depend on the religion level - we have to somehow include the actual player number as a divisor to make that reasonable.
|
|
|  |
 |
|
Pedrunn
|
 |
of Natal, Brazil
Jul 2001 time: 02:21
|
|
quote: Originally posted by mapfi
- settler religion
|
oh yeah i will try to write this right before the finish of the CityX packing.
quote: Originally posted by mapfi
- didn't we want to allow cleric for every government like i did it in the last version and then create a new unit for theocracy that'd do the conversion cheaper or with higher success
|
Thats not really a problem. another 5 minutes task. I will really do this right before testing phase. The CTP1 cleric for non-theocratic player and the CTP2 cleric for the ones under theocracy.
quote: Originally posted by mapfi
- the calculations in the code for the ai, goals and strategies for ai
|
True. this may take a little while.
quote: Originally posted by mapfi
- balancing and playtesting.
|
For sure
quote: Originally posted by mapfi
- just a thing i'd like to change about the setting: when a city gets converted I'd like to send the message "do you want to convert all cities" only if the religion level in the civ is high enough - some probability calculation there |
Actually i really thought the best was too remove it. It is too exagerate. I think if someone convert to a new religion he should
reform all of its cities one by one. Yet we can make some cities with low religion level convert by itself.
quote: Originally posted by mapfi
- the happiness adjusters in the begin turn handler for now only depend on the religion level
- we have to somehow include the actual player number as a divisor to make that reasonable. |
Can you explain better? I dont get what you mean
Another feature: Reform gold cost depends on the population and religion level of the city.
Last edited by Pedrunn on 31-08-2002 at 21:08
|
|
|  |
 |
|
mapfi
|
|
Zurich, Switzerland
Jul 2002 time: 06:21
|
|
quote: Reform gold cost depends on the population and religion level of the city |
Good idea! But we'll either have to do it with a payback on the 1000 gold subtracted or otherwise you'll be able to reform for free when you're treasury is low. Or we'll have to check the players treasury and deny him the action with another message.
quote: I think if someone convert to a new religion he should reform all of its cities one by one. |
That wasn't what I meant - I thought the player wouldn't get to choose to convert his state religion when only the first or second of his 30 cities is being converted.
This just made me realize we have to check the code for what it does to the following situations:
Player 1 has got City A, 2 - B, and 3 - C:
C is being converted to 2, player 2 converts his state to 1, what happens with C? Where does the money go? And same thing now, when 2 reforms his city B to the ancient religion but his state religion stays 1...
And how can you ever change your state religion back to your ancient one? That's not in the code yet - we could have a message appear when the religion level gets high enough again because enough cities have been reformed to their ancient religion.
The other thing you said you didn't understand: What I meant is, assume you've got three players in the game -> normally you'll have a religion level of 33% if you're doing fine; with 10 players in the game, you'll be stuck around 10% because there are more religions on the world. SO the happiness adjusters have to take that into account.
|
|
|  |
 |
|
Pedrunn
|
 |
of Natal, Brazil
Jul 2001 time: 02:21
|
|
quote: Originally posted by mapfi
Good idea! But we'll either have to do it with a payback on the 1000 gold subtracted or otherwise you'll be able to reform for free when you're treasury is low. Or we'll have to check the players treasury and deny him the action with another message.
|
We can check the gold and make it return STOP when there isnt enough money.
quote: Originally posted by mapfi
That wasn't what I meant - I thought the player wouldn't get to choose to convert his state religion when only the first or second of his 30 cities is being converted.
This just made me realize we have to check the code for what it does to the following situations:
Player 1 has got City A, 2 - B, and 3 - C:
C is being converted to 2, player 2 converts his state to 1, what happens with C? Where does the money go? And same thing now, when 2 reforms his city B to the ancient religion but his state religion stays 1... |
The gold goes to all players that have this religion. if all players have it none get. If anyone has none get too. The player that started with the religion has mo bonus when it comes to the gain of gold. quote: Originally posted by mapfi
And how can you ever change your state religion back to your ancient one? That's not in the code yet - we could have a message appear when the religion level gets high enough again because enough cities have been reformed to their ancient religion. | Yes it is. You can change the state back by reforming a city. In my last code a message will appear asking if you want to convert to the current religion, or the ancient religion (and the city) or to cancel the order.
quote: Originally posted by mapfi
The other thing you said you didn't understand: What I meant is, assume you've got three players in the game -> normally you'll have a religion level of 33% if you're doing fine; with 10 players in the game, you'll be stuck around 10% because there are more religions on the world. SO the happiness adjusters have to take that into account. |
I did not think of that. So we will divide the religion by the number of player. Yet i want to make the religionLevel partial. The addition all religionLevel should equal 100. this will make the player have an idea on how good their religion are compared to the others religion.
But i was really thinking on taking off the national conversion piece of code. What do you think?
Last edited by Pedrunn on 01-09-2002 at 22:26
|
|
|  |
 |
|
mapfi
|
|
Zurich, Switzerland
Jul 2002 time: 06:21
|
|
Why do you want to take out the national conversion?
Because it's so severe? That's why I thought we shouldn't let the player choose to change his state religion at every conversion/reformation happening but only at certain levels and also maybe not let every forced conversion like this be a success.
You can leave the religion levels like that and just adjust the happiness code with trigger levels at religionlevel >= x * 100/player number. By the way - I think we shouldn't go over +5 happiness and even that might be too much.
|
|
|  |
 |
|
mapfi
|
|
Zurich, Switzerland
Jul 2002 time: 06:21
|
|
Here's number 8. Since I won't have any time over the weekend I'll post it even though I haven't done that much to it.
- Pedrunn: You completely forgot a testing routine in the settler stuff, it's where you'll find now a variable "testunit".
- The Settler stuff won't work out nicely yet. I rewrote it but the fact that there'll be nonexisting units in the ReligiousSettler array will give slicerrors because there's no UnitIsValid function and in orther to use the ArmyIsValid you'll have to valid Unit to put into that function... I'm believing that it works nevertheless though, believing at least...
- The LogRegardEvent: I was PMing Peter about this, but he couldn't see what I saw (instead he nicely pointed out some other mistakes), so I'll just post my screeshot here:
Attachment: screenshot.jpg
This has been downloaded 48 time(s).
|
|
|  |
 |
|  |
 |
|
mapfi
|
|
Zurich, Switzerland
Jul 2002 time: 06:21
|
|
Yes, I was playing with that recently - submitting it to the directory? If everything works - ok. I'd rather release a beta in this thread before though, so some people might try it out before we put it onto the file server. Only to avoid several fixes after such a release.
And if the last post is still the most up-to-day version I'll look into tonight, I already got in on my computer.
|
|
|  |
All times are GMT. The time now is 05:21. Apolyton Time is 00:21. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|