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#1 | |
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The Desert Flame
Join Date: Apr 2011
Location: USA
Posts: 1,298
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HAHAHA liberation fixed :D
code in GlobalDiplomacyAIDefines:
Quote:
Now to test the game if civs still denounce you for saving them.Moderator Action: Moved to Civ5 general discussion, because it seems to be about the latest patch, not about Gods & Kings. Last edited by The_J; Jun 15, 2012 at 06:47 AM. |
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#2 |
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Warlord
Join Date: Jun 2004
Location: Richmond, Virginia
Posts: 153
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Any word yet on whether you can liberate more than 1 city?
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#3 |
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His Imperial Majesty
Join Date: Jul 2010
Location: USA
Posts: 496
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So wait.. This is a confirmed fix?
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City States = HOLY LAND
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#4 |
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Chieftain
Join Date: Oct 2010
Posts: 18
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-200?
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#5 |
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Keeper of Truth
Join Date: Jan 2012
Posts: 1,413
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I don't know, but one time when I liberated someone I just gave them their cities back that I captured later.
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"For God so loved the world, that He gave His Only Begotten Son, that whosoever believeth in Him, should not perish, but have everlasting life.For God sent not His Son into the world to condemn the world, but that the world through Him might be saved."-The Bible, John 3:16-17 |
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#6 |
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Maximón
Join Date: Dec 2011
Location: North Carolina
Posts: 3,821
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This is great if true. But -200?
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"The time for dawn has come, let us finish our work. Let us create those who are to feed and provide for us appear. Let man appear, let humanity exist on earth." - The Popol Vuh |
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#7 |
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Deity
![]() Join Date: Jan 2011
Posts: 3,052
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the diplo system has 'thresholds' for the AIs opinion of you. negative numbers are 'positive views' and positive numbers are 'negative views' (yes that seems odd to me too).
So a -200 boost when liberated is likely meaning that they can really really really hate you before the liberate, but post liberation they'll like you. I'm guessing the delta between 'absolute hate' and 'wants to be your DoF' is sufficiently less than 200, so that the liberated AI has a shot at actually being nice to you now. |
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#8 |
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Kami of Awakened Dreamers
Join Date: Sep 2006
Location: Indiana, USA
Posts: 2,288
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thank god, i often wanted to liberate civ's to dump unwanted cities to - maybe now the dog wont bite the hand who feeds it, eh?
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The Modiquette The best post ever. ![]() Proud member of Religion and Revolution! Colonization will never be the same again! Check it out, the time is coming... |
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#9 | |
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Couch-potato (fortified)
Join Date: Jan 2002
Location: Australia
Posts: 4,091
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Quote:
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Fuzzy-Wuzzy |
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#10 |
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Drooling Barbarian
Join Date: Jul 2011
Location: Under A Rock
Posts: 147
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I liberated a city in my current game and gave it back to Washington. The ingrate DID denounce me, but it was over 10 turns later. To be fair, I had recently gotten !!!TANKS!!! and was conquering everything in site. Considering that he had been eliminated by Greece, and I was EXTERMINATING Greece, he should have been a tad more appreciative of my efforts on his behalf. After all, he was going to get to survive with his one sad little "city", and Greece was not.
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#11 | |
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Deity
Join Date: Mar 2008
Posts: 2,428
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Quote:
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Civ III/ IV AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.
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#12 | |
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Emperor
Join Date: Nov 2003
Location: Southern California foothills
Posts: 1,849
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Quote:
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If you need to look up one of our many Civ-related acronyms (UA, CKN, MPM, NC, etc) or terms try the Civ5 Guide to Acronyms and Terms. |
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#13 |
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Chieftain
Join Date: Sep 2011
Posts: 69
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I think it helps if instead of thinking of the values as "relationship," you think of them as "hostility."
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#14 | |
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Drooling Barbarian
Join Date: Jul 2011
Location: Under A Rock
Posts: 147
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Quote:
I wonder if they could scale it so that it increases in proportion to my military strength vs his likelihood of survival in the event the denouncement has the immediate effect of triggering an aggressive military response? It sure would be nice if the AIs demonstrated at lease SOME common sense. After all, how am I supposed to find out if I can conquer an entire city with culture bombs if the AIs can't refrain from violating the rules of appropriate behavior in the face of a massive and unstable warmongering menace? |
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#15 |
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Gods & Emperors
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-200 is great news, I need to check the AI .XML again and update my thread in the war room discussions.
That said, if you have a poor foreign policy -200 isn't going to save you. Just as Europe pretty much denounced America for Iraq
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![]() ![]() ![]() Machiavellian Doctrine: Managing The World | Mod Epic (Game) Mod |
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#16 |
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The Desert Flame
Join Date: Apr 2011
Location: USA
Posts: 1,298
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That is the only thing that is new. I dunno where they removed the "they try to win the same victory as us" option.
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#17 | |
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Gods & Emperors
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Quote:
http://forums.civfanatics.com/showthread.php?t=439101 Grand Strategic Modifiers Measures how your grand strategy affects each individual AI leader. Proximity, AI’s own grand strategy and your overall interactions affect these. Essentially, whilst bilateral modifiers can often offer a fixed penalty or bonus, grand strategic modifiers 'score' a civilization's grand strategy and this value is relative and fluctuates between civilizations and leaders, providing a level of tension and unpredictability to diplomatic relations. Overall, These are less understood than the bilateral opinion modifiers but are ironically often the only major items listed on the diplomacy screen, whereas opinion modifiers are often less apparent. Code:
Land (They covet our land) Fierce 30 Strong 20 Weak 10 None -6 Victory (They believe you are trying to win in the same manner) Fierce 30 Strong 20 Weak 10 None -6 Wonder (They believe you are competing for the same wonders) Fierce 20 Strong 15 Weak 10 None 0 City States (They believe you are competing for the same city states) Fierce 30 Strong 20 Weak 10 None 0 Warmonger (They believe you are a warmonger) Critical 100 Severe 70 Major 40 Minor 15 None 0 Checking the .XML, looks like they aded a whole new category, 'issues of dispute' there's a whole lot more nuance there. But the values seem higher. Maybe they just removed it from the tooltip? The old opinion weighting on victory dispute is still there with the same values. Code:
<Row Name="OPINION_WEIGHT_VICTORY_FIERCE"> <Value>30</Value> </Row> <Row Name="OPINION_WEIGHT_VICTORY_STRONG"> <Value>20</Value> </Row> <Row Name="OPINION_WEIGHT_VICTORY_WEAK"> <Value>10</Value> </Row> <Row Name="OPINION_WEIGHT_VICTORY_NONE"> <Value>-6</Value> Issues of Dispute Code:
- <Row Name="VICTORY_DISPUTE_FIERCE_THRESHOLD"> <Value>80</Value> </Row> - <Row Name="VICTORY_DISPUTE_STRONG_THRESHOLD"> <Value>50</Value> </Row> - <Row Name="VICTORY_DISPUTE_WEAK_THRESHOLD"> <Value>30</Value> </Row> The numbers are buckets are different. I don't believe this was there before. Code:
<Row Name="VICTORY_DISPUTE_GRAND_STRATEGY_MATCH_POSITIVE"> <Value>14</Value> </Row> <Row Name="VICTORY_DISPUTE_GRAND_STRATEGY_MATCH_LIKELY"> <Value>10</Value> </Row> <Row Name="VICTORY_DISPUTE_GRAND_STRATEGY_MATCH_UNSURE"> <Value>6</Value> </Row>
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![]() ![]() ![]() Machiavellian Doctrine: Managing The World | Mod Epic (Game) ModLast edited by dexters; Jun 16, 2012 at 02:49 PM. |
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