Sid Meier's Civilization V

Sid Meier's Civilization V

JdH's Active AI Diplomacy in MP
Jaii der Herr  [developer] 27 Nov, 2014 @ 6:16am
Diplomacy Leader Scenes
Why I will most probalby never implement the diplomaty leader scenes as known form singleplayer in multiplayer:

Implementing synchronous Multiplayer AI Diplomacy between multiple people and one single AI would be a trementdeous amount of work: If one player actualy manages to seal a deal, every other player must be informened emediatly and if they are working on a deal that won't be possible afterwards need to get an infomative popup telling the reason.

That's why I want to improve the Player to Player diplomacy popup with denouonciations etc. and then port it to player to ai diplomacy. The AI will then be allowed to propose only one deal to one player a time (and most probalby retire the deal after the player finishes his turn without reacting to it). The order in which AI takes players into account will be shuffled.

Perhaps it ill be possible to allow the scenes to be shown in both player and ai asynchroneous diplomacy. Have to figuere out how the scenes are triggered and if they can be used without actual diplomatic actions.
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Jaii der Herr  [developer] 28 Apr, 2015 @ 11:45pm 
As my latest code rewrite would allow displaying the leader scenes without breaking my design philosophy I dug into the code about allowing the Leaders to display in Multiplayer.

Unfortunately I found nothing. This means that there is a high probability that displaying the 3d Leaders is entirely controlled by the game and not the xml/lua nor the gamecore dll.

If you know something or someone who might know something about this I'd be glad if you tell me.

There still is a slight possibility that there is an undocumented function to allow those scenes to be displayed in MP.
If I do not find them in time I will rewrite my code to entirely avoid leader scenes in MP though. Especially the player scenes in hotseat that are broken.
Jaii der Herr  [developer] 30 Apr, 2015 @ 9:19am 
I did not find any undocumented function regarding leader scenes yet, and I won't search any further in this direction.

My next idea will most likely only work in hotseat:
I'll try to let the game think the other players are AI players. Thus the leader scene will be loaded for them.

If I bypass the original network code It may be possible to let the game think we are playing singleplayer. But that would me require to write my own net and lobby code.
On the other had: Perhaps the game would then run without reloading all the time *DREAM*
patrickt 26 Jul, 2020 @ 10:13am 
♥♥♥♥♥♥♥♥ :(
Seriousjin 26 Jul, 2020 @ 10:52am 
Originally posted by antidote-_:
♥♥♥♥♥♥♥♥ :(
+1
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