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  1. L

    Advanced Civ

    Just came back into this mod after a long time off - great to see it still being developed. A couple of issues: - in multiplayer, it seems everyone other than the host has a serious graphical issue where they can't see their terrain. anyone else encounter it? - anyone else think the espionage...
  2. L

    True Starts option (work in progress for v1.05)

    Must admit I'm not particularly interested in TS type options, but excited to see further development on the mod
  3. L

    Advanced Civ

    On the side note, I agree re the worker speed penalty. It was quite confusing for me playing emperor in SP and immortal on MP to have workers work at different speeds. So now when we play the modded halfway between emperor and immortal difficulty I just go with emperor speed workers.
  4. L

    Advanced Civ

    Two things with 0.99 - seems like the team redistribution again leaves the humans almost always on the snakey islands part of the bigs & smalls map rather than the mainland. any workaround we can use? secondly, another pretty unfair spawn of the verdic archers attached.
  5. L

    Recommended Settings?

    In single player, I always play events on, everything else default, standard sized bigs & smalls map. Emperor difficulty provides a good challenge. In multiplayer we play 3v3v3v3v3v3 on the same settings but huge map. Emperor is too easy and immortal a bit too hard, so we manually tweak the...
  6. L

    Advanced Civ

    Just noticed that in gameinfo.xml, the AI gets a lot more free techs than previously. At Emperor, it gets hunting and archery for free (which is what it had before), but now also maths, machinery, printing press and steam power. Intentional? didn't see it in the patch notes.
  7. L

    Advanced Civ

    Another tile or two away could do it. Or if it's even possible, some sort of forewarning a few turns ahead.
  8. L

    Advanced Civ

    I've been absent from the forums but have been playing. Here are a couple of saves right after the barb-spawning events. Smaller stacks than vanilla, but still too big a swing imo. The rest of the random events are generally small inconveniences or small to solid bonuses, not potentially...
  9. L

    Advanced Civ

    Thanks for the update - and happy new year! Another idea/request please - I've always found the various random events that spawn a stack of barbs at your border are ridiculously unfair. Can you either disable them, or tone them right down? Eg just one spearman/horse archer instead of 3-4.
  10. L

    Advanced Civ

    Looks interesting. As you say the sample size is small, and also there is some subtlety to it (eg the way that only 1 AI gets poly typically). Also just as important is how the AI prioritises techs available at a similar time - you've noted rifling a bit but not the techs that compete with...
  11. L

    New algorithm for starting positions (upcoming in v0.98)

    Just reporting back - this seems to have worked - thanks!
  12. L

    Advanced Civ

    Yes aesthetics isn't bad as trade bait still. At around that time the AIs are usually going for alphabet and maths, so as long as you're not too far behind, aesthetics will usually trade one of those. That said, given aesthetics isn't that useful, and the risk of not getting anything for it if...
  13. L

    New algorithm for starting positions (upcoming in v0.98)

    Nice, we'll try starting games where we're not the top 3 slots then. Yeah it's a tricky one. It's definitely important to keep the teams together, but it does as you identify lead to not infrequent situations where one poor little AI is stuck on an island with three of us, or the other way around.
  14. L

    Ramses the cage fighter

    And now a confession - back in the iron age when Brennus and Shaka first declared war on us, we actually tried pushing into the Celtic lands. We took two cities at a pretty steep cost, giving one of them back for peace. Then while we attacked the Zulus, Brennus declared war again, and we would...
  15. L

    Ramses the cage fighter

    Last session of the game. We leave off having just retaken Obamba to the far north, leaving Caesar with no more offensive troops. We regather our forces at the front line, which actually takes something like 6 turns given the distances involved. A stack moves out to take Neapolis (ie, Caesar's...
  16. 39. Calling It

    39. Calling It

  17. 38. Colony

    38. Colony

  18. 37. Navy

    37. Navy

  19. L

    New algorithm for starting positions (upcoming in v0.98)

    Low sample size, but in ~15 games of 3v3v3v3v3v3v on bigs & smalls in 0.98, we (the humans) have almost always been put on the snakey islands part of the map instead of the fat continent bit. Feels like it's cut down a lot on the diversity. If it's not just our imagination, would be good to have...
  20. L

    Advanced Civ

    On a separate note, I've noticed the AIs broadly follow the same tech priorities whichever strategy they are following, which allows efficient catch-up by a human player who is behind but not too behind. Techs that the AI often / almost always research late but that they pay perfectly well for...
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