Orbis mod

The problem isn't that the AI wont' use the bombardment when it is defending; that is the easy part. The problem is that a human controlled fort just *destroys* an invading AI.

The invasion AI picks a city target, and sends a stack towards it. It ignores bombardment along the way, so it will walk right past a fort (taking a lot of damage), up to a city, and start using its catapults to knock the walls down. By this time, the stack has been severely damaged by bombardment (units are at half strength or less) and the human player can easily destroy the entire invading army without losses.
 
Maybe. You probably have some good AI coding skills, but none of the rest of us do. So we have got into the habit of trying to avoid features that the AI won't be able to use effectively.

This is a pretty low priority feature anyway; we want this mod to be about field battles as much as possible, not just bombardment and sieges.

And AI changes aren't really our area of comparative advantage.
 
Haha, anyway, I've not that much skills in AI domain :lol:
I still need to experiment. I'm somewhat new to modding...

But yeah, anyway, I'll take care of the specific specialist thing for civis; it will be easy as the tag already exists for buildings. And, of course, IDW.
 
But yeah, anyway, I'll take care of the specific specialist thing for civis; it will be easy as the tag already exists for buildings. And, of course, IDW.

Thanks opera, that sounds great.
 
You're welcome. I'm also doing it for my own mod ;)

Btw, I've made some progress with IDW. I created the fInfluenceSpreadVictoryModifier and fInfluenceSpreadDefeatModifier tags for Units. They works and I'm now a bit more used to floats. I needed to tone down a bit the global defines used by IDW but you may want to change this yourself; I just felt it was a bit too strong.

I'm not done yet about the display in-game; for now it only shows up the modifiers in the pedia and when you choose your production in a city. But adding the others will be easy enough. I made it so these modifiers (except in the pedia) don't appear if the option isn't enabled. Removing unnecessary information.

Also, there's some Global Defines like "IDW_PILLAGE_INFLUENCE_ENABLED" or the same for Barbarian and Naval influence, and also one for Emergency Draft. I wanted to know if you wanted me (what a sentence!) to put them into gameoptions rather than into global defines, to make them easier to put on, put off by the "lambda" player?
 
Hmm. I don't think we need to make IDW an option, or if we do then it could be all or nothing; I don't think we need to do things like separating out individual features, like IDW from pillaging or from naval pillaging. We just pick a particular design and use it.

IDW also got pretty positive feedback; people like it.

Is "Emergency draft" the feature where cities under attack produce a few last-ditch defenders at the cost of population at the end?
I suppose that could be a game option.

I'm not familiar with the term "lambda player" - are you just meaning someone with unusual preferences (or very picky)?

Others might have their own comments to make here.
 
No, by "lambda" I mean "casual", who doesn't want to go to the GlobalDefines file to tweak the game to her pleasure and just want to tick or untick a game option.

Anyway, sounds right about the Emergency Draft. I'll make this one into a game option.
 
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