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  1. K

    A bug in flags?

    Thank you Catfish. There is an interesting idea with Barbarian flags. Should it be an universal solution if we'll group all of the flags used with "continuous" modifier on the same flag numbers (say from 0 to 15) and restore the "continuous" by single final event like this? @IF TURN...
  2. K

    A bug in flags?

    .....
  3. K

    A bug in flags?

    It seems that if flag N of some tribe becomes off then flags N of others tribes become off too regardless of "continuous" modifier. Example: @BEGINEVENTS @DEBUG @INITFLAG @IF TURN TURN=1 @THEN FLAG continuous who=Babylonians state=On flag=31 @ENDIF @IF TURN TURN=2 @THEN...
  4. K

    Unit Request Thread

    Please, can you help me with Russian Landed Cavalry unit? I've tried to paint it myself but the result is not satisfactory. Here is my attempt: http://forums.civfanatics.com/attachment.php?attachmentid=308277&stc=1&d=1322735366 Here is good historical images...
  5. K

    BestowImprovement

    Sorry, I can't understand what you have meant :(
  6. K

    Organizing city capture by AI in the middle of the game

    I've understood your idea. But is it necessary if attacking civ have less number then defender, i.e. moving first in each turn?
  7. K

    Organizing city capture by AI in the middle of the game

    I have tried. AI don't want to waste 900-shields-cost kamikaze units and just not use it for attack but drawing back :)
  8. K

    Organizing city capture by AI in the middle of the game

    It is a strange behavior: AI want not use air congueror units were created near the enemy city. Units just stay at place, don't attacking and don't going out of fuel. Yes, normal land unit able to capture city was created as well. Conqueror, nil, 1, 1.,1, 15a,1d, 3h,3f, 4,0, 0...
  9. K

    Organizing city capture by AI in the middle of the game

    I want to simulate some historical actions. The task is to give to AI plenty units to capture specified cities but not too many! In the middle of the game I do not know how these cities are defended. So I think to create for an AI plenty 'conqueror' super-units (say 6 or even more) with...
  10. K

    Saving city walls in captured cities. Is it possible?

    AGRICOLA, splendidly! Thank you!
  11. K

    Saving city walls in captured cities. Is it possible?

    It is very interesting! But short test showed that cities with only city walls (only odd improvement!) will left with no improvements 2 times vs 5 times saving city walls. I think that condition should be a bit more complex. Update: I just have seen at the Red October. The city which saves...
  12. K

    Saving city walls in captured cities. Is it possible?

    There are too few Great Walls in the game :( Yes of course. Also it will help AI to rebuild City Walls more quickly. But how to induce AI to build it? AI can build one type of unit many times. Is there a way by tuning "expansionist/perfectionist" parameter in @LEADERS section of...
  13. K

    BestowImprovement

    Of course I've read macro.txt before starting this thread. I had have a shy hypothesis that may be, perhaps, these are keywords added to ToT 1.1 and not described in macro.txt from ToT 1.0. But more likely these keywords were planned to be added but stay unfinished.
  14. K

    Saving city walls in captured cities. Is it possible?

    Unfortunately, the bestowimprovement event works regardless of is creating improvement already present in "determined for you"(c) city or not. :( So, by this way we can create the improvement only in "top ten" cities (a lot of events with randomize parameter). Is there another way to save...
  15. K

    BestowImprovement

    I've seen this in report.txt: -------------- @THEN BESTOWIMPROVEMENT found looking for [randomize],race=,improvement=,capital=,wonders=,citylist,endcitylist -------------- Are "citylist,endcitylist" really working or unfinished?
  16. K

    Flags in Events

    Don't forget to add "continuous" parameter to the second event.
  17. K

    ToT - "+50% vs Horse" - is it really works?

    Experiment have showed that move>2 negates the flag, but FP>1 don't. In accord with old "Combat (GL)" Apolyton forum thread.
  18. K

    ToT - "+50% vs Horse" - is it really works?

    Yes, of course! Thank you! Will move>2 or FP>1 negate the effect too?
  19. K

    ToT - "+50% vs Horse" - is it really works?

    I'm experimenting to balance units strength. I've built 10 cities on the Plains+River terrain, each with City walls. There are 2a/2d/1h/1f 1-move fortified units (Footmen) in each city. I'm attacking them with 5a/2d/2h/1f 2-move units (Cavalry). I'm trying to compare results depending...
  20. K

    Ancient/Pre-Steam Unit Graphics

    I am. At least about six of them.
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