I used to dominate at BBAI Monarch and be fairly OK 1 in five games on Emperor. With this excellent mod I had to go back to Prince level to get a handle on the AI early game play. Basically I now have to plan like I'm playing humans, well initially at least. Great stuff.
I have one minor...
I second that, I'd love to have a look at the sources and see it in action. I always wanted some river boats. It may be better to make only certain boats able to use rivers, gun boats and so forth.
I've run a ground yet again with GamesTextManager.cpp, I really don't understand what's going on here and can't find any manuals or guides to help me out. Anyway, I extracted a 'Civic building class Commerce change' tag from Afforress's A New Dawn. It works great and so far the AI works too. But...
Ripple01, I was trying to do the same with Civicinfosplus but gave up. Instead I used New Dawn tags by Afforess. I've got it pretty much working, no Game text yet and still have iterator is too big for array issue. Also there is no AI yet. Its only for commerces but it'd be easy to make a tag...
@Voyhkah, Good point. I totally agree with you on modding the SDK for that one.
@Monaldinio The working SDK code is in the TLOTags v0.40 which adds Prereq civic tag to the promotioninfos. If (like me) you are a somewhat limited programmer you should just copy the parts you need from the source...
Be aware there are OOS problems caused by random events if one or more of the players are using Windows 7 and others Windows XP. The solution is to put Windows 7 into XP compatibility mode. Here's the thread:
http://forums.civfanatics.com/showthread.php?t=349483
Or just turn random events off.
@TheOnlyDJCat
Not sure what exactly the matter is but you should never directly edit the BTS asset files. Here's is my experience of mod multiplaying maybe it might help.
Its good practice for all players to create a specific folder. I use:
C:/Civ4mods/K-mod/assets
Its important...
Here is some feedback:
Terra, Huge, 15 Civs, Epic, Emperor, No tech Brokering, Played as Vikings.
1) The AI city site selection is vastly improved with AI snarfing up sites that I intended to build on. That's good since when I conquer them I won't need to raze a few of them to make the...
OK, you have a point. I still would argue that extra yield placement is more worthwhile by the classical era, but perhaps for the AI it is better to play it safe in the early game.
I don't think it is 'bad', definitely better than Vanilla. Its just a part of the AI that's up for debate. This...
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