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    Changing mechanics for captured cities (destroyed improvements)

    I want to create a mod with different mechanics for city capture. I don't know how the algorithm works exactly in the standard game, but when you capture a city all culture improvements (and a random number of other improvements?) are destroyed. Is there any way to edit the game to change how...
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    I managed to found at last why Civ 2 is the best

    Now that the SDK is out I wonder how hard it would be "civ2-ize" the graphics in civ4 so that we can get that snappiness back.
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    "We have our reasons"

    Does the tech trading limit apply to AI-AI trades?
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    Better Combat unfolding

    The point is that if we are going to sit through the animations we should at least be told how many life points the winner has left. I liked the old civ2 way where there was a small black "explosion" each round indicating which side got hit. At the very least the civ4 attack animations should...
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    The Curious Cat - City Upkeep Explained

    Thanks for spotting that error (silly odd numbers...). I edited the post and also fixed some misc. things. I tested to see whether that '25' is really manifesting itself as a multiplication (as in maybe the code in the SDK had an uncorrected error). The SDK code agrees with the game code -...
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    The Curious Cat - City Upkeep Explained

    The formulas for maintenance start at Line 4,872 in CvCity.cpp. I haven't checked these formulas against any data, this is just deciphering the code and putting it into a presentable form. Distance Maintenance Here is the tidy formula (ignoring rounding): {from CvCity.cpp L4,899}...
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    No futher patch

    I haven't played for a few months, I can't believe the patch isn't out yet. I wouldn't put it past Firaxis to release the patch in the expansion, and in any case it is too late to for them to win me back.
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    A petition to fix bombardment

    I like that idea. You could tweak it so catapults don't have to be attached to any unit what so ever. Just say if a unit attacks a city and there is a catapult with movement left in the same square as the attacker then the catapult fires a support shot. The defensive catapult idea (both for...
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    Fuzzy math?

    The AI doesn't cheat, it is that the probability calculator should never be trusted.
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    War Over-preparedness?

    I don't think you need to drag along knights, archers, axemen and pikemen with you in every battle. For city assaults you can stick to just stacks of swordsmen in the ancient age and macemen+catapults later on. The thing is, the AI always has 75% archers so you don't need a mixed force. The...
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    The Curious Cat - City Upkeep Explained

    I analyzed StevenJoyce's data for distance maintenance and came up with a formula: dist maint = [ pop*dist + 6.5*(dist+1) ]/28.8 where the division is integer division (round down). A reasonable guess would be that map size and difficulty factors are multiplicative factors to the 28.8 and 6.5...
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    Combat Explained....

    Just my 2 cents, but in my experience it isn't really worth doing calculations with a complicated sum like that. I think you are better off writing a a program to run 1,000 simulated battles instead of using the formula. It is faster and easier to code. You can also get more information (like...
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    Quick Tip: Tweaking the science bar

    What you call "gold from A" and "gold from B" actually have two different names. The first is called commerce, the second is called gold. More specifically, commerce is the total number of "thingies" which gets divided into gold and beakers, depending on your slider, and then gets bonuses from...
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    coast or hill

    Undoubtly it is a good start, but given the option of which tile you would rather start on I think we'd all choose the plains hill. The finer point is that the plains hill starting location will be 4 or so turns ahead of the other starting location before the 1st settler is even founded, so...
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    Time to revise our strategies, now with v152!

    Although I'll wait for Arathorn to post his official findings about the firepower change, I'm going to bet that removing/decreasing the slipperly slope effect is going to be the most noticeable change. I know it used to be that I could boldly start wars against riflemen having only macemen and...
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    coast or hill

    Unless your warrior reveals a 2nd bonus resource near that start location I would move northeast and build my city so it gets both the cow and the pig. Consider settling on the plains hill there too for that extra +1 hammer. Doing this will delay you by one turn for the short term, but you'll...
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    Best and worst Unique Unit?

    That unit reference is pretty handy. I would like to point out that a couple of the UU mounted units recieve terrain defensive bonuses as part of their special ability. Another weird thing I noticed is that Keshisks get 1 first strike but lose immunity from them.
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    Do axemen have a counter?

    I don't think the game is supposed to be exactly like r/p/s. I thought I heard somewhere on these boards that the designers had some disliking of that concept. Some things are asymmetrical to make the game more interesting. I think if the enemy has pure axemen you make your army consity of...
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    Early game/city FPC caps?

    It isn't a cap. If you have 12 food to go before your city grows then both 4 food per turn and 5 food per turn will take 3 turns to make your city grow. Excess food is carried over though, so the 5 food per turn is giving you a bigger benefit.
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    Does the AI have preknowledge of the map?

    About the civ declaring war after you disbanded units: The AI bases this decision off the RNG and your power rating. The power rating info is available to you too via the info screen chart, although you have to use a ruler/guesstimate to get an actual number. The findings here really bug...
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