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  1. K

    Smarter AI minimod

    I'm currently programming only in C++ to study for an exam. I can get back to this mid-June (apart from any DLL hacking...).
  2. K

    Smarter AI minimod

    I think that's a great idea, of course. I will keep that in mind as I look at modding the DLL and the issues regarding worker AI and homeland defense.
  3. K

    Smarter AI minimod

    The scripting for the technology tree basically goes (using a finite state machine description): (1) Default state: Don't interfere. The flavors or other modding in the C++ will handle the choice of technology. (2) Triggered state: If certain conditions are met (currently making...
  4. K

    Smarter AI minimod

    BTW, this is currently tested with only the "Community Patch." It's not ready for primetime with any mod that changes the rules of BNW too much, including "Community Balance Patch/Overhaul."
  5. K

    Smarter AI minimod

    Please scroll down if you'd like to try out the AI mod (and perhaps provide feedback on it). Overall Goals: Improve the way the AI goes through the tech tree. Improve the choice of buildings (and units) the AI makes. Improve the way that the AI develops cities. Possibly improve the worker AI...
  6. K

    The 2 gig wall from 32 bit games & Civ 6

    Regardless of the FUD spread in this thread regarding designing a game to be optimized with multi-threading (particularly for the most CPU-intensive operation in Civ, called "End of Turn"), so that those threads can be balanced over multiple cores, I still hope that an engine that is being built...
  7. K

    IGN article seems to suggest Global Food?

    There's no need for global food, but it would be a design choice that would cleanly separate the trade route system from the food bit. It's a matter of (game designer) preference. Denkt puts a finger on some of the interactions between mechanics, and design choices, when he points out that, "a...
  8. K

    Active Research Discussion

    The addition of "or" gates, especially if implemented as a counting function (minimum X out of Y), could do a lot. Even if the stock game made little use of it, I'm sure the mod community wouldn't mind. For example, you could need to do 2-3 out of the 4-5 foundational techs for Medieval (chosen...
  9. K

    IGN article seems to suggest Global Food?

    Master of Orion II had global food and is widely regarded as a landmark in solid strategy game design. Just saying it can be done, and people can think it's just great. (It wasn't entirely passive; you needed to build freighters to make sure the quantity of food that needed to flow, did flow...
  10. K

    The 2 gig wall from 32 bit games & Civ 6

    Yes. And since it's 2016, I'd bet on it. (What I wonder is whether it's single-threaded.)
  11. K

    Why does Civ 6 looks like an expansion to Civ 5?

    Yes. I'm impressed so far with the level of work and attention to detail going into this initial release.
  12. K

    1UPT for Attack, Stack for Movement

    Some announcements have been made regarding the design of Civ6, so consider this a suggestion for a mod, or for Civ7, or some other civ-like game in the genre. In fact, as a developer I might put this in a game of my own, so I would appreciate feedback. I think that some of the greatest pain...
  13. K

    Acken's Minimalistic Balance for singleplayer (and AI improvements)

    I like this idea. (If it is considered an issue, anyway.)
  14. K

    Building on a one-tile island

    I would say that the tipping point would be: 1 - A luxury resource (which you don't have) that can be developed because of the city 2 - At least one hill or other high production tile that can be developed (other than sea resources) 3 - Like you said, several good sea tiles and at least a...
  15. K

    Acken's Minimalistic Balance for singleplayer (and AI improvements)

    The highlights of what the mod did were: -- It kept the AI from building dumb buildings before better buildings -- It specifically forced the AI into building libraries and a national college -- It kept the AI from wandering too far off the path before picking up science techs in each era -- It...
  16. K

    Acken's Minimalistic Balance for singleplayer (and AI improvements)

    Acken, please feel free to use code or concepts from my "Smarter AI" mod: http://forums.civfanatics.com/showpost.php?p=12417859&postcount=18 I haven't actually worked on it since G&K and that post there. Also, please let me know if you find any of it interesting but aren't sure about my code...
  17. K

    Mac Users Play ModAcken - Challenge #1

    If I were a mod creator working on a 'balance' and 'AI' mod, the highest form of compliment really would be to say that modded difficulty N - 1 is harder than unmodded N. It goes some way towards validating the ideas that cheap/easy ("cheesy") strategies--typically exploiting some imbalance in...
  18. K

    BeBa - Beyond Balance

    Given that the patch changed a lot about the base/vanilla game, are there any emerging points of view about what remains in need of modding? Other than the trade routes? I'm just wondering if there are any other remaining gripes... and what they are.
  19. K

    Harmony is not Space PETA

    I take what he said (about not being interested in a symmetric discussion) as ha-ha-only-serious, "Applied especially to parodies, absurdities, and ironic jokes that are both intended and perceived to contain a possibly disquieting amount of truth, or truths that are constructed on in-joke and...
  20. K

    SimBa - Simple Balance mod

    Now that the current patch is out, component mods seem to be the way to go for sure. Half of the features in this "simple balance mod" (in spirit anyway) were incorporated into BE itself. Which is great! Most players will never touch a mod. Glad to see the base game moving in a better...
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