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#1501 | |
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Tyrant
Join Date: Jun 2008
Location: Washington, DC
Posts: 12,246
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Quote:
You end up getting diplomatic warmonger penalties if you conquer enemy cities even if you didn't start the war, so the gains from "goading the enemy into war" aren't that large. |
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#1502 |
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Bytes and Nibblers
Join Date: Nov 2005
Location: Texas
Posts: 10,263
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Do you happen to know which variables control the AI's valuation of gold for military purposes? I didn't find anything with a search for "gold" in GlobalDiplomacyAIDefines.xml, and there's hundreds of variables to search through.
__________________
![]() We are the Modders. CiV will be assimilated. We will enhance its biological and technological distinctiveness with our own. Resistance is futile. Communitas Expansion Pack Wiki - Discussion - News Forum Icons ~ Starting Civ5 Mods ~ Forum Tables Last edited by Thalassicus; Sep 05, 2011 at 04:47 PM. |
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#1503 |
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Brooklyn Bum
Join Date: Oct 2010
Location: NYC
Posts: 1,876
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Code:
<!--Economic Strength of Other Player--> <Row Name="ECONOMIC_STRENGTH_RATIO_MULTIPLIER"> <Value>100</Value> </Row> <Row Name="ECONOMIC_STRENGTH_IMMENSE_THRESHOLD"> <Value>250</Value> </Row> <Row Name="ECONOMIC_STRENGTH_POWERFUL_THRESHOLD"> <Value>153</Value> </Row> <Row Name="ECONOMIC_STRENGTH_STRONG_THRESHOLD"> <Value>120</Value> </Row> <Row Name="ECONOMIC_STRENGTH_AVERAGE_THRESHOLD"> <Value>83</Value> </Row> <Row Name="ECONOMIC_STRENGTH_POOR_THRESHOLD"> <Value>65</Value> </Row> <Row Name="ECONOMIC_STRENGTH_WEAK_THRESHOLD"> <Value>40</Value> </Row> Code:
<Row Name="WAR_PROJECTION_THEIR_ECONOMIC_STRENGTH_WEAK"> <Value>30</Value> </Row> <Row Name="WAR_PROJECTION_THEIR_ECONOMIC_STRENGTH_POOR"> <Value>12</Value> </Row> <Row Name="WAR_PROJECTION_THEIR_ECONOMIC_STRENGTH_AVERAGE"> <Value>0</Value> </Row> <Row Name="WAR_PROJECTION_THEIR_ECONOMIC_STRENGTH_STRONG"> <Value>-12</Value> </Row> <Row Name="WAR_PROJECTION_THEIR_ECONOMIC_STRENGTH_POWERFUL"> <Value>-30</Value> </Row> <Row Name="WAR_PROJECTION_THEIR_ECONOMIC_STRENGTH_IMMENSE"> <Value>-50</Value> </Row> |
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#1504 |
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Brooklyn Bum
Join Date: Oct 2010
Location: NYC
Posts: 1,876
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Obviously changing projections is what fixes it.
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#1505 |
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King
Join Date: Feb 2007
Location: Just north of Boston
Posts: 894
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I like the direction this conversation is going. Forcing the Ai to spend extra cash is big.
I would like to see a variable resistance secondary timer. Possibly having the time decreased if you maintain a miliatary presence in the city. Also I noticed in version 104 that the hover over for the angry resistance fist wasn't working in the normal view. I had to go into the city view and hover to see how many turns were left for resistance.
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Duncan Waiting Patiently for the Expansion!
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#1506 |
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Bytes and Nibblers
Join Date: Nov 2005
Location: Texas
Posts: 10,263
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@Dunkah
I noticed the tooltip bug too, and I think I fixed that in a more recent version.
__________________
![]() We are the Modders. CiV will be assimilated. We will enhance its biological and technological distinctiveness with our own. Resistance is futile. Communitas Expansion Pack Wiki - Discussion - News Forum Icons ~ Starting Civ5 Mods ~ Forum Tables |
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#1507 |
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Bytes and Nibblers
Join Date: Nov 2005
Location: Texas
Posts: 10,263
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In v108.1 beta I increased healing in unowned territory from 2 to 3. This mainly affects exploration and clearing barbarian camps, activities where the heal rate felt too slow. Most important healing in inter-civ warfare is done in owned territory, which was not changed.
In addition, conquest victories require owning all capitals and 30% of the world’s land (was 0%). This mainly affects the strategy of razing or selling all non-capital cities, which I felt was somewhat "gamey."
__________________
![]() We are the Modders. CiV will be assimilated. We will enhance its biological and technological distinctiveness with our own. Resistance is futile. Communitas Expansion Pack Wiki - Discussion - News Forum Icons ~ Starting Civ5 Mods ~ Forum Tables Last edited by Thalassicus; Sep 16, 2011 at 02:21 PM. |
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#1508 | |
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Deity
Join Date: Jan 2002
Location: Venice, California
Posts: 5,560
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Quote:
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#1509 | |
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King
Join Date: Aug 2011
Posts: 702
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Quote:
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#1510 |
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Brooklyn Bum
Join Date: Oct 2010
Location: NYC
Posts: 1,876
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He probably meant still last capital standing as this is the only mechanic built into the victories table right now.
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#1511 |
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Bytes and Nibblers
Join Date: Nov 2005
Location: Texas
Posts: 10,263
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I think they're equivalent... do you know of an exception?
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__________________
![]() We are the Modders. CiV will be assimilated. We will enhance its biological and technological distinctiveness with our own. Resistance is futile. Communitas Expansion Pack Wiki - Discussion - News Forum Icons ~ Starting Civ5 Mods ~ Forum Tables Last edited by Thalassicus; Sep 16, 2011 at 05:37 PM. |
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#1512 |
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Deity
Join Date: Jan 2002
Location: Venice, California
Posts: 5,560
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In vanilla you win by Conquest when you are the only player in possession of your own capital. In theory one civ could conquer every other capital, but you would win if you took theirs.
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#1513 |
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Bytes and Nibblers
Join Date: Nov 2005
Location: Texas
Posts: 10,263
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If one civ conquered every other capital, they own all the capitals, and theirs is the last one standing. I don't see a difference...
![]() Edit: I think I see now. So if two players swap capitals: player A conquers capital B, and player B conquers capital A... then player C would win (who still owns their capital). Does it work this way, or do we win when we own all the capitals?
__________________
![]() We are the Modders. CiV will be assimilated. We will enhance its biological and technological distinctiveness with our own. Resistance is futile. Communitas Expansion Pack Wiki - Discussion - News Forum Icons ~ Starting Civ5 Mods ~ Forum Tables |
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#1514 |
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Deity
Join Date: Jan 2002
Location: Venice, California
Posts: 5,560
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To be more precise, if one civ conquers every capital except yours, and you subsequently conquer theirs, you win a Conquest victory.
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#1515 |
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Bytes and Nibblers
Join Date: Nov 2005
Location: Texas
Posts: 10,263
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Does it actually work that way? A small, peaceful, scientific empire can "conquer" the world by sitting back and letting someone else do all the conquest... then take 1 city and win. That's bizzare!
__________________
![]() We are the Modders. CiV will be assimilated. We will enhance its biological and technological distinctiveness with our own. Resistance is futile. Communitas Expansion Pack Wiki - Discussion - News Forum Icons ~ Starting Civ5 Mods ~ Forum Tables Last edited by Thalassicus; Sep 16, 2011 at 06:52 PM. |
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#1516 |
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Deity
Join Date: Jan 2002
Location: Venice, California
Posts: 5,560
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#1517 | |
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Bytes and Nibblers
Join Date: Nov 2005
Location: Texas
Posts: 10,263
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Quote:
Before 0% vs full health land 0% vs wounded land 60% vs full health ships 60% vs wounded ships After 0% vs full health land 35% vs wounded land 35% vs full health ships 70% vs wounded ships
__________________
![]() We are the Modders. CiV will be assimilated. We will enhance its biological and technological distinctiveness with our own. Resistance is futile. Communitas Expansion Pack Wiki - Discussion - News Forum Icons ~ Starting Civ5 Mods ~ Forum Tables Last edited by Thalassicus; Sep 17, 2011 at 11:43 AM. |
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#1518 |
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Warlord
Join Date: Aug 2011
Posts: 193
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Have to say I am not a fan of making "bonus vs wounded units" more prevalent. It gives too much an edge to the human player. Fighting with full-health units and rotating fresh ones to the front is already perhaps the biggest AI disadvantage in the game. Further reducing the power of wounded units, which the AI disproportionately ends up fighting with, only punishes the AI more for its tactical moronity.
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#1519 |
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Warlord
Join Date: Jul 2011
Posts: 234
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I liked the +1 moves on the hunter promotion, maybe we could find a way to add that into the new naval promotion line? Presumably a ship that is dedicated to fighting other ships would have more maneuverability than a ship that is set up to bombard land units.
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