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文明6MOD Automated Builders + Archaeologists 自动化建筑师+考古学家

文明6MOD Automated Builders + Archaeologists 自动化建筑师+考古学家

发布用户:bity_1695129908发布类型:转载

原创作者:MadManCam所在平台:互联网

发布日期:2023-05-11 03:13:23更新日期:2024-03-25 11:52:56

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模组标签:功能修改运行环境:文明6

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MOD介绍:

Automated Builders + Archaeologists 自动化建筑师+考古学家

forums#civfanatics#com/resources/automated-builders-archaeologists.26662/

更新我正在研究:

- 检查热座模式现在是否正常工作。如果没有,请尝试添加支持。

- 添加自动单元管理器以处理最有效的运动。

- 添加UI窗口以更轻松地输入设置并查看所有自动单元的列表。应该有一个自动选择所有选定单位的选项。

- 实施种植森林的自动化建筑商。

- 将自定义移动写入绘图功能以控制单位路径。除了用于其他模块之外,这将允许自动化建筑商避免不需要的区域,例如具有核污染的地块。

- 编写自定义功能以确定距离绘图的转弯距离。我无法让游戏的默认功能起作用,并且考虑到情节评分,将转弯距离(而不仅仅是情节距离)放在一起会很不错。

说明

厌倦了浪费时间扫描地图上的文物?玩游戏后期并且已经完成了微量管理你的十几个或更多的建设者?建造者和考古学家有一个新的动作按钮,可以打开/关闭所有动作的自动化。可以与新游戏和单人游戏保存的游戏一起使用。

它会与我的其他mod一起使用吗?

- 它应该从像Resourceful这样的mod加载所有资源,并且应该遵守数据库中的所有规则(包括来自mods)。例如,如果你有一个mod允许Tundra上的农场建设者应该建立那些。

当我选择一个单元时,我看不到自动按钮。

- 在讨论中查看“故障排除”。

让Builders只进行修理怎么样?

- 您可以在游戏中更改mod设置。查看讨论了解详情。只需将每个动作(预期修复)的分数滑动到左侧即可禁用它们。

考古学家:笔记

- 自动化后,他们会自动移动并挖掘文物。如果无事可做,他们只会在任何地方睡觉,但会在每个回合开始时检查是否有事情要做。

- 他们不关心附近的敌方单位,但如果他们被捕获,他们只会在你的一个城市中产卵。

- 默认情况下,考古学家知道地图上所有文物的位置,即使你没有探索它。这可以在mod设置中更改(请参阅讨论),以便他们只能看到您显示的图表。

- 考古学家将在离他们所在位置的情节距离方面走向最近的神器。如果他们再也无法进入该工件的瓷砖(另一个平民进入它),那么他们将选择其他地方去。

- 默认情况下,考古学家不会在其他玩家的领土上挖掘。有关如何更改,请参阅mod设置讨论。如果您将其切换为true,他们将检查开放边框并在其他玩家的区域中挖掘。

- 如果在设置中启用了在其他玩家的区域进行挖掘,建造兵马俑将让您的考古学家进入没有开放边界的外国土地。尚未对此进行测试,但我已经实施了它,以便它适用于自动化的考古学家。

- 考古学家不会瞄准任何有改进的工件。如果要在那里挖掘,则必须使用Builder手动删除该改进。

构建器:注释

- 自动构建器将自动移动并改进您的区块,遵守游戏数据库中定义的所有相关规则(包括来自任何模块)。如果无事可做,他们会在每回合开始时睡觉并检查要做的事情。

- Automated Builders将在任何地方改善战略或奢侈资源,否则只会在您城市的3个瓷砖内构建改进。如果无事可做,建筑商将检查您所在地区的每个地块,看看是否需要在道路上进行任何维修或在那里手动建造改进。

- 当您的回合激活或按下自动按钮时,Automated Builders将执行操作。对不起,现在我还没有办法让他们在你回合结束前做些什么。

- 在所有战略/豪华资源得到改善并且3个城市中的其他所有内容都得到改善之后,您可以在mod设置中打开一个设置(参见讨论),以便建筑商在您所在城市的4个区域内建造农场,只要它是毗邻3个瓷砖范围内的农场,用于食品邻接奖励。

- 自动化建筑商不关心自身安全。如果您担心,最好将它们与军事单位联系起来,然后自动化构建器。但请记住,与军事单位组建的建造者意味着他们无法移动并改善与另一个军事单位的情节。

- 默认情况下禁用收获资源。即使启用了,构建者也会默认尝试改善奖励资源。

- 默认情况下禁用删除功能,除非删除功能以改进资源。即使它已启用,构建器默认情况下会对功能进行改进。

- 构建者永远不会取代改进,除非他们正在取消改进,以替换新发现的资源的正确改进。

- 任何必须建立在边境上的改进,例如中国的长城,目前尚未实施。Automated Builders不会构建这些改进。

- 目前,自动化建筑商不会对地区或奇迹砖进行任何操作,例如Aztec区域完工或中国奇迹完工。

自动化建筑商如何决定做什么?

- 有关此主题的更多详细信息,请参阅讨论中的“如何更改Mod设置”。

关于具体改进的一些注意事项

- 为了避免建筑商发送垃圾邮件的独特改进,每个城市和整个帝国范围内都有一种类型的独特改进的硬性限制。常规选项中有一个全局设置(每个城市默认最多3个),但您可以覆盖特定限制以进行特定的唯一改进。

- 一些默认覆盖包括Collossal Head(每个城市最多1个),渔业(每个城市最多5个)和城市公园(每个城市最多2个)。

- Mekewap,Kampung:这些改进需要相邻的资源。建造者实际上将检查两个相邻的资源以最大化奖金,但如果它是图中唯一可用的改进,他们将根据需要仅建立一个相邻的。

Mod兼容性

- 自动构建器应该改进其他mod添加的资源,并构建其他mod添加的改进。

- 来自其他mod的相关数据被加载到这个mod中,例如,如果你有一个mod允许在苔原上的农场,那么Builders应该这样做。

- 这个mod NO LONGER取代了游戏的UnitPanel.lua文件,所以它不应该与任何mod有任何兼容性问题。

特别感谢

- 他的Lua对象和方法的电子表格的

Gedemon - 用于在UI上下文之间共享数据的方法的 Gedemon。

Updates I am working on:

- Check if hot seat mode is now properly working. If not, try to add support.

- Add Automated Unit Manager to process most efficient movements.

- Add UI Window to enter Settings more easily and see a list of all automated units. There should be an option to Automate all selected units.

- Implement Automated Builders planting forests.

- Write a custom move to plot function to have control over unit pathing. In addition to uses in other mods, this will allow automated Builders to avoid unwanted areas, such as plots with nuclear contamination.

- Write a custom function to determine turn distance away from a plot. I haven't been able to get the game's default function to work, and it would be nice to take turn distance, not just plot distance, into account for plot scoring.

Description

Tired of wasting time scanning the map for artifacts? Playing a late game and have had your fill of micro-managing your dozen or more Builders? Builders and Archaeologists have a new action button that will turn on/off automation for all of their actions. Can be used with both new games and single player saved games.

Will it work with my other mod?

- It should load all resources from mods like Resourceful and should obey all rules from the database (including from mods). For example, if you have a mod that allows Farms on Tundra Builders should build those.

I can't see the automate button when I select a unit.

- Check out "Troubleshooting" in discussion.

How about having Builders only do repairs?

- You can change the mod settings in game. Check out the discussion for details. Just slide the scores for every action (expect repair) all the way to the left to disable them.

Archaeologists: Notes

- When automated they will move to and excavate artifacts automatically. If there is nothing to do they will just sleep wherever they are, but will check at the beginning of each turn for something to do.

- They don't care about nearby enemy units, but if they are captured they just spawn back in one of your cities.

- By default, archaeologists know where all the artifacts are on the map, even if you haven't explored it. This can be changed in the mod settings (see discussion) so that they can only see plots you have revealed.

- Archaeologists will go towards the nearest artifact in terms of plot distance away from their location. If they can no longer enter the tile for that artifact (another civilian moves into it) then they will choose somewhere else to go.

- By default, Archaeologists will NOT excavate in other player's territory. See mod settings discussion for how to change. If you switch it to true, they will check for open borders and excavate in other player's territory.

- If excavating in other player's territory is enabled in the settings, building Terracotta Army will let your archaeologists enter foreign lands without open borders. Haven't tested this yet but I've implemented it so that it should work for automated Archaeologists.

- Archaeologists will NOT target any artifact that has an improvement over it. You have to manually remove that improvement with a Builder if you want to excavate there.

Builders: Notes

- Automated Builders will automatically move around and improve your tiles, obeying all relevant rules defined in the game database (including from any mods). If there is nothing to do, they will sleep and check for stuff to do at the beginning of each turn.

- Automated Builders will improve strategic or luxury resources anywhere, but otherwise will only build improvements within 3 tiles of your cities. If there is nothing to do, Builders will check every plot in your territory to see if any repairs are needed on roads or improvements you have manually built out there.

- Automated Builders will do stuff when your turn activates or when you press the Automate button. Sorry, right now I haven't found a way to make them do stuff right before your turn ends.

- After all strategic/luxury resources are improved and everything else within 3 tiles of cities is improved, you can turn on a setting in the mod settings (see discussion) to enable Builders building farms within 4 tiles of your cities as long as it is adjacent to a farm in the 3 tile range for food adjacency bonus.

- Automated Builders have no care for their own safety. If you are worried, it's best to link them with a military unit and then automate the Builder. Keep in mind, however, that a Builder in formation with a military unit means they cannot move to and improve a plot with another military unit.

- Harvesting resources is disabled by default. Even if it is enabled, Builders will by default try to improve the bonus resource if they can.

- Removing features is disabled by default unless removing a feature to improve a resource. Even if it is enabled, Builders will by default put an improvement over the feature if they can.

- Builders will never replace an improvement, unless they are removing an improvement to replace it with the correct improvement for a newly discovered resource.

- Any improvement that must be built on the frontier, such as China's Great Wall, is not currently implemented. Automated Builders will not build these improvements.

- For now, automated Builders will not perform any actions on districts or wonder tiles, such as Aztec district completion or China's Wonder completion.

How do automated Builders decide what to do?

- Check out the "How to Change the Mod Settings" in discussion for more details on this subject.

Some notes on specific improvements

- To avoid Builders spamming unique improvements, there are hard caps on unique improvements of one type per city and empirewide. There is a global setting in General Options (default max 3 per city) but you can override specific limits for specfic unique improvements.

- Some default overrides include Collossal Head (max 1 per city), Fishery (max 5 per city), and City Park (max 2 per city).

- Mekewap, Kampung: These improvements require an adjacent resource. Builders will actually check for two adjacent resources to maximize bonuses, but if it is the only improvement available on the plot they will build with only one adjacent as required.

Mod Compatibility

- Automated Builders should improve resources added by other mods and build improvements added by other mods.

- Relevant data from other mods is loaded into this mod, so for example if you have a mod that allows farms on tundra then Builders should do that.

- This mod NO LONGER replaces the game's UnitPanel.lua file, so it shouldn't have any compatibility issues with any mod.

Special Thanks

- Gedemon for his spreadsheet of Lua objects and methods

- Gedemon for his method for sharing data between UI contexts.

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