Testing client scripts for player stats

Can you help improve your favourite game? Hardcore C mages, talented artists, and players with any level of experience are welcome!
Post Reply
Ignatus
Elite
Posts: 644
Joined: Mon Nov 06, 2017 12:05 pm
Location: St.Petersburg, Russia
Contact:

Testing client scripts for player stats

Post by Ignatus »

I have wrote client scripts to collect some player stats and found some undocumented limitations:
1. You can't get original founder of a city (current owner returned always).
2. Of course you are severely limited in getting information on civs you don't see (only seen units and known cities are reported, and the latter in not always actual state). E.g. no units seem to have home cities.
3. While (Unit).homecity works not always predictable (find.city(unit.homecity) returns nil instead of Unexistent), it works even for observer that has no standard way to get units' home cities.
4. (City):inspire_partisans(conqueror) works just bad: it returns 1 if conqueror is city owner and 0 otherwise. Also, it can kill client on certain conditions (some error related to city nationality got void; probably, when one took a player and it still is AI-controlled).
Attachments
clientscript.zip
Client scripts for human player stats
(2.33 KiB) Downloaded 296 times
Post Reply