Hooray, Conquest in 1750!
Deity win on this settings is totally amazing!
(Oh, and thanks for knocking me out of last place).
Hooray, Conquest in 1750!
I don't understand how you could be 7% over the Domination Limit and still get a Conquest Win. I've always heard that Domination is awarded when both Domination and Conquest conditions are met, but as you said, you killed every Opponent.
Sun Tzu Wu
I believe a new level of awe is required for such an incredible achievement.Hooray, Conquest in 1750!
I would have bet good money that nobody would have succeeded at this challenge above Monarch.
I've learned that it is never wise to bet against the ingenuity of this community...
I don't understand how you could be 7% over the Domination Limit and still get a Conquest Win. I've always heard that Domination is awarded when both Domination and Conquest conditions are met, but as you said, you killed every Opponent.
Victory type priority is shown on Victory screen (from up side to down).
I've checked the code. Yes, Victory detection system was changed from Vanilla to BtS (I haven't checked Warlords). In Vanilla victory was assigned as I described above. But in BtS now the final victory is selected as random value from all available types at current turn (testVictory() from CvGame.cpp).I share Sun Tzu Wu's confusion. I disagree with Dynamic's assertion.
But in BtS now the final victory is selected as random value from all available types at current turn (testVictory() from CvGame.cpp).
It's new for me also.
I've checked the code. Yes, Victory detection system was changed from Vanilla to BtS (I haven't checked Warlords). In Vanilla victory was assigned as I described above. But in BtS now the final victory is selected as random value from all available types at current turn (testVictory() from CvGame.cpp).
It's new for me also.
It would be shame if Kaitzilla's victory had been randomly chosen to be a Domination victory.
I've checked the code. Yes, Victory detection system was changed from Vanilla to BtS (I haven't checked Warlords). In Vanilla victory was assigned as I described above. But in BtS now the final victory is selected as random value from all available types at current turn (testVictory() from CvGame.cpp).
It's new for me also.
I've checked the testVictory() code in CvGame.cpp, but really don't understand it. There appears to be a loop that iterates through the different victory conditions and in the loop itself, there is the expression getSorenRandNum(100, "Victory Success") < kLoopTeam.getLaunchSuccessRate((VictoryTypes)iJ). Is that what you are referring to?
std::vector<int> aWinner;
aWinner.push_back(iI);
aWinner.push_back(iJ);
aaiWinners.push_back(aWinner);
if (aaiWinners.size() > 0)
{
int iWinner = getSorenRandNum(aaiWinners.size(), "Victory tie breaker");
setWinner(((TeamTypes)aaiWinners[iWinner][0]), ((VictoryTypes)aaiWinners[iWinner][1]));
}
This part of code add winner team and victory type to the list of ready victories (aaiWinners):
Code:std::vector<int> aWinner; aWinner.push_back(iI); aWinner.push_back(iJ); aaiWinners.push_back(aWinner);
This part of code checks the size of victories list and got the random value [0; Victories Number). This value is used as Index in the victories list:
Code:if (aaiWinners.size() > 0) { int iWinner = getSorenRandNum(aaiWinners.size(), "Victory tie breaker"); setWinner(((TeamTypes)aaiWinners[iWinner][0]), ((VictoryTypes)aaiWinners[iWinner][1])); }
Anybody else playing this currently? I have been away for awhile but started back up. Axe rush, elephants, Great Lighthouse, Pyramids and Great Wall are all strong depending on your map but I have to keep these "pleased" AI from jumping me and calling in their buddies! Ack!
Anybody else playing this currently? I have been away for awhile but started back up. Axe rush, elephants, Great Lighthouse, Pyramids and Great Wall are all strong depending on your map but I have to keep these "pleased" AI from jumping me and calling in their buddies! Ack!