View Full Version : senario help (is this the right place?)
hard rocker Jan 16, 2005, 07:20 AM hi, im sorry if this is the wrong place to put this thread, but i need some help,
im trying to create a senario where all the resourses have to be colonised in order to use them (none are in your territory and you cant build settlers) but when i made a small test map (some land two iron and two players) the computer would not colonise, it just stayed in its own territory, i made it so you could only start building troops till you got iron, so you would have to colonise, but still, it did not do it, can someone please help!
Chieftess Jan 16, 2005, 07:29 AM Moved to Creation & Customization
It would help if you showed us the scenario, too, or a screenshot.
hard rocker Jan 16, 2005, 07:36 AM o.k, here is jus a test map, the two towns, the iron, i smotherd the island with road, so the workers have got no work to do, i cleard the map so the resource is in sight (remeber its just the test map, once i know how to do it properly i will make the full map) i dont htink i have to alter any script do i?
http://img2.imagevenue.com/loc47/e6a_test_map.JPG
Chieftess Jan 16, 2005, 08:36 AM ah, those colonies. It could be that the AI has nothing to do with the workers, so it just builds it into the city. Since the city can't grow past size 2 (until harbors), it just sits there. Since it just sits there, and can't settle, research is slow. Are you waiting long enough for them to research Iron Working? Maybe they just built their worker into the city and they have none for colonies. You could make a conolist unit that can't build into cities, but can build a colony.
Looking at the test map (I created a scenario), I see several big problems.
1 - Workers have nothing to do. Since there's no other place where a city can settle, they won't do anything, and just build into the city on turn 1.
2 - Tech pace is gonna be really slow.
3 - Towns can only reach size 2, which means far less commerce for unit support, and techs. I had one civ declare war on me early on.
4 - By the time the civ even reaches iron (provided they're still around), they're not thinking about building a worker to connect the iron. Even if it builds a worker, it might be sold off the next turn due to negative income (versy common in the above scenario).
5 - Iron depletes. If it depletes, there's a chance it WILL wind up in your territory, since you're on hills.
hard rocker Jan 16, 2005, 09:51 AM well we both had iron working, but the colonist idea is good, thanks!
Willem Jan 16, 2005, 12:55 PM You could make a conolist unit that can't build into cities, but can build a colony.
That probably won't work. Only Workers can build Colonies, and the AI strategy for them requires all the flags enabled in order for the AI to know how to use them. I've never tried it, but I doubt the AI will know how to use a Settler that can only build colonies.
Willem Jan 16, 2005, 12:58 PM im trying to create a senario where all the resourses have to be colonised in order to use them...
The AI isn't really good at building colonies, especially compared to the human player. Even if you succeed in making your mod work, it will be putting the AI at a serious disadvantage. I'd reconsider your approach if I were you.
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