Author Topic: Nomination thread: New features and bugfixes for Yitzi's patch 3.6  (Read 36437 times)

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Re: Nomination thread: New features and bugfixes for Yitzi's patch 3.6
« Reply #120 on: September 27, 2015, 07:15:41 PM »
Okay.  Stands to reason, though.

Offline Dio

Re: Nomination thread: New features and bugfixes for Yitzi's patch 3.6
« Reply #121 on: September 29, 2015, 02:33:47 AM »
What section of this code would like the exact formula on? I am not certain I can decipher the formula from all of it, but I can figure out signficant portions of this procedure.

If you can't decipher the entire formula, then I'll do it when I get to that project.
The above comment shows that we have different approaches. I can point out specific sections if that helps. The section that begins after the game checks for fungus, bases, and units starts at 004F7362. The first few actions put local 10 into Edi, 3 into ECX, and EDI into EAX. It then moves local 2 into ebx, converts a value from doubleword to quadword, divides the value in EAX by 3 and places the remainder into ESI. It then proceeds to negate the value in ESI, subtract and borrow the value from the ESI register, and the game lastly adds ten to the ESI register before it jumps to the address 004F7396. It then jumps if the value in ESI is equal to eight (I think it checks if the units created are mind worms). Otherwise, it begins a series of calculations that first involve the number of bases owned by the faction. It jumps if the value in Edx is equal to or greater than the value in EDI. If it does not jump, than the game begins another equation that involves the number of fungal blooms that the faction has experienced. The above addresses correspond to locations in the game code from Scient's 2010 Patch.

Offline Yitzi

Re: Nomination thread: New features and bugfixes for Yitzi's patch 3.6
« Reply #122 on: September 30, 2015, 03:25:45 AM »
What section of this code would like the exact formula on? I am not certain I can decipher the formula from all of it, but I can figure out signficant portions of this procedure.

If you can't decipher the entire formula, then I'll do it when I get to that project.
The above comment shows that we have different approaches. I can point out specific sections if that helps. The section that begins after the game checks for fungus, bases, and units starts at 004F7362. The first few actions put local 10 into Edi, 3 into ECX, and EDI into EAX. It then moves local 2 into ebx, converts a value from doubleword to quadword, divides the value in EAX by 3 and places the remainder into ESI. It then proceeds to negate the value in ESI, subtract and borrow the value from the ESI register, and the game lastly adds ten to the ESI register before it jumps to the address 004F7396. It then jumps if the value in ESI is equal to eight (I think it checks if the units created are mind worms). Otherwise, it begins a series of calculations that first involve the number of bases owned by the faction. It jumps if the value in Edx is equal to or greater than the value in EDI. If it does not jump, than the game begins another equation that involves the number of fungal blooms that the faction has experienced. The above addresses correspond to locations in the game code from Scient's 2010 Patch.

Ok, thanks.

Offline AndroAsc

Re: Nomination thread: New features and bugfixes for Yitzi's patch 3.6
« Reply #123 on: November 01, 2015, 10:47:51 PM »
After a long hiatus to this game, if possible, I would like to request a bugfix/feature which is to increase the 2048 unit limit. I've looked at the readme from the latest file, even scient 2.0 patch or yitzi 3.4, and it seems that this is not fixed (please correct me if I am wrong). I would give this request a 100 on a scale from 0 to 100, nothing else matters!

Offline Yitzi

Re: Nomination thread: New features and bugfixes for Yitzi's patch 3.6
« Reply #124 on: November 02, 2015, 03:32:22 PM »
After a long hiatus to this game, if possible, I would like to request a bugfix/feature which is to increase the 2048 unit limit. I've looked at the readme from the latest file, even scient 2.0 patch or yitzi 3.4, and it seems that this is not fixed (please correct me if I am wrong). I would give this request a 100 on a scale from 0 to 100, nothing else matters!

That would be a somewhat tricky one (though it would in the process allow a lot of other stuff); when I get to making the voting thread (stuff has taken longer than expected, due largely to various distractions), I'll make sure to put it up there.

Offline kyrub

Re: Nomination thread: New features and bugfixes for Yitzi's patch 3.6
« Reply #125 on: November 03, 2015, 09:47:31 AM »
I really like the wish (nomination) about limitting the infiltration. This would help the game immensely. I understand it is a tricky one because of the extra data. Maybe some small changed version could be passable, like:

- the inflitration ceases after a change in governement policies of the infiltrated player (logically, as it means changing political personnel, and it needs new infiltration). That could be relatively easy to code. The player is reminded of the politic changes already, which is good.
- or the inflitration expires on the 2nd or 3rd council.
- or the infiltration to the bases and units is territorially limitted, for instance for the continent. This seems hard to do.

Smaller issues I tend to alter in my games via exe editting (and I'd like not to have to do so)
- the speed of fungus and forest expansion
- the option to move the blocking of close Drop pods from Aerospace complexes to Tachyon field. If so, it becomes visible on the map for the player and it is better implemented by the AIs. Moreover, the Aerocomplexes are a bit too good for everything.

Offline Yitzi

Re: Nomination thread: New features and bugfixes for Yitzi's patch 3.6
« Reply #126 on: November 04, 2015, 03:17:00 PM »
I really like the wish (nomination) about limitting the infiltration. This would help the game immensely. I understand it is a tricky one because of the extra data. Maybe some small changed version could be passable, like:

- the inflitration ceases after a change in governement policies of the infiltrated player (logically, as it means changing political personnel, and it needs new infiltration). That could be relatively easy to code. The player is reminded of the politic changes already, which is good.

That's an idea...but it would make PROBE irrelevant to infiltration duration, getting rid of one of the strongest advantages.

Quote
- or the inflitration expires on the 2nd or 3rd council.
- or the infiltration to the bases and units is territorially limitted, for instance for the continent. This seems hard to do.

Yeah, both of those would require more information.

Quote
Smaller issues I tend to alter in my games via exe editting (and I'd like not to have to do so)
- the speed of fungus and forest expansion

Could definitely be made moddable.

Quote
- the option to move the blocking of close Drop pods from Aerospace complexes to Tachyon field. If so, it becomes visible on the map for the player and it is better implemented by the AIs. Moreover, the Aerocomplexes are a bit too good for everything.

Could definitely be made moddable.

That's a lot of ideas, though, and you're limited to 2 nominations...

Offline kyrub

Re: Nomination thread: New features and bugfixes for Yitzi's patch 3.6
« Reply #127 on: November 08, 2015, 11:11:06 PM »
After further thought I decided to take back those first quick suggestions.
I have to think about my priorities. Maybe some important issues are preferable.

Offline kyrub

Re: Nomination thread: New features and bugfixes for Yitzi's patch 3.6
« Reply #128 on: November 19, 2015, 02:06:38 AM »
(my 1st nomination)
I'd like you to look at the Exchange base code. I once tried to correct the bug experienced by many players - the bases are too "cheap" and unequal when exchanged, with no real success. Looking at it again, I see a suspect code.

At adress 14CE49 the program counts the facilities price and adds them to the base price. But, while it cycles through them it seems to make a crucial mistake: for every Nth facility, it adds N*facility cost. This means, that if you have 8 facilities at a base, the 8th one (which is probably the most expensive of them all) will be counted 8 times. Since human players tend to build more facilities than AI, we may have our bug that makes AI bases "cheaper".

Could you please look at it and verify if it is correct or a bug? And, if so, repair the code? Thanks.

Offline Yitzi

Re: Nomination thread: New features and bugfixes for Yitzi's patch 3.6
« Reply #129 on: November 19, 2015, 02:26:51 PM »
(my 1st nomination)
I'd like you to look at the Exchange base code. I once tried to correct the bug experienced by many players - the bases are too "cheap" and unequal when exchanged, with no real success. Looking at it again, I see a suspect code.

At adress 14CE49 the program counts the facilities price and adds them to the base price. But, while it cycles through them it seems to make a crucial mistake: for every Nth facility, it adds N*facility cost. This means, that if you have 8 facilities at a base, the 8th one (which is probably the most expensive of them all) will be counted 8 times. Since human players tend to build more facilities than AI, we may have our bug that makes AI bases "cheaper".

Could you please look at it and verify if it is correct or a bug? And, if so, repair the code? Thanks.

Nomination accepted; I assume if it is a bug, the repair would be to count each facility only once?

Offline kyrub

Re: Nomination thread: New features and bugfixes for Yitzi's patch 3.6
« Reply #130 on: November 20, 2015, 08:59:45 AM »
Yep, I would say so.

Offline Dio

Re: Nomination thread: New features and bugfixes for Yitzi's patch 3.6
« Reply #131 on: November 29, 2015, 09:42:12 PM »
Yep, I would say so.
I believe this means that you possess some level of knowledge about the values that influence the AI diplomatic response. What information and regions of this particular area do you possess information about?

Offline vonbach

Re: Nomination thread: New features and bugfixes for Yitzi's patch 3.6
« Reply #132 on: December 27, 2015, 09:31:56 PM »
Heres a question would it be possible to make SAMs? Conventional missiles that would attack air units?

Offline Yitzi

Re: Nomination thread: New features and bugfixes for Yitzi's patch 3.6
« Reply #133 on: December 27, 2015, 10:28:07 PM »
Heres a question would it be possible to make SAMs? Conventional missiles that would attack air units?

Not only is it possible, it can be done without .exe modding.

In the #UNITS area of alphax.txt, add 1 to the number at the top (because you're adding another unit), and then add (at the bottom) the line:

Anti-Air Missile,       Missile,  Conventional, Scout,     -1, 0, 0, Orbital, -1, 00000000000000000000100000

(You can change "Anti-Air Missile" to whatever you want it to be called.)  That will create a predesigned missile unit with the Air Superiority ability.  (You can also change its cost or prerequisite if you want).

Offline MercantileInterest

Re: Nomination thread: New features and bugfixes for Yitzi's patch 3.6
« Reply #134 on: December 27, 2015, 11:54:10 PM »
Nominating these two features:

Option to allow a faction +1 Nutrients from forest.

+1 Probe. Same as it is now.
+2 Probe. Same as it is now.
+3 Probe. Units and bases immune to subversion. Bases immune to infiltration.
+4 Probe. Equivalent to Hunter-Seeker Algorithm.

The other infiltration modifier ideas sound like rather a lot of work. Besides, I've never valued probe, which might be because I normally run the University or might just be because it's not that useful.

 

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