JosEPh_II
TBS WarLord
Sure, this one is from a very old revision though, I'm not sure if there have been changes in the more recent ones.
Was 67 the last option?
Thanks
JosEPh
Sure, this one is from a very old revision though, I'm not sure if there have been changes in the more recent ones.
Was 67 the last option?
Thanks
JosEPh
As I was playing just read the rumor: The Mutapa City State (born from a barb city) has found some treasure.
Okay, I have enough espionage to look into the city, so let's see...
Spoiler :
He already has 4 treasures in the city doing nothing with them.
I didn't want to hurt them, but to let them develop into a full civ, but...
I changed my mind
That raises the question: Does the AI know, what to do with this unit?
It didn't use it either for culture boos or for hurrying production.
45°38'N-13°47'E;13176962 said:No, there are at least 2 more: Minimum City Border (visible) and Advanced Cargo Mod (hidden).
On a different topic... What was the 'Dark Ages' option supposed to do?
I've seen it mentioned a few times, but I heard it wasn't working properly or something?
45°38'N-13°47'E;13178496 said:I guess it's an unfinished feature. I think it should have somehow introduced an era where you were having more penalties in developing or even fall back in techs, but IIRC it's not possible to "unlearn" techs, so that project was probably abandoned. I think it was discussed for a while in C2C forum.
Well it just doesn't get any better than this. A perfect run-through with NO bugs or interruptions at all. Just hours of FUN FUN FUN!
The Game;
rev 684 non svn
huge map, epic speed, 11 civs, 2600 turns, Diety (mostly, I cheat a bit)
Yes I know you guys are working hard to make this mod the best that it can be but, MAN, it is so nice to be able to play a bug free mod at this level. THANK YOU!
Those were introduced after I took the screenshot. As I said, it's from an old rev.
When I'll have some time I'll download the newest revision and make a more updated screenshot/list. It won't be soon, though.
45°38'N-13°47'E;13179893 said:Here's an updated one
As I was playing just read the rumor: The Mutapa City State (born from a barb city) has found some treasure.
Okay, I have enough espionage to look into the city, so let's see...
Spoiler :
He already has 4 treasures in the city doing nothing with them.
I didn't want to hurt them, but to let them develop into a full civ, but...
I changed my mind
(...)
...so I took that city, just to see the message: "There was an earhquake in the roman city Zimbabve. Some improvements are destroyed."
Which ones? The city ruins!!!
I never thought ruins can be ruined.
Flexible difficulty just looks at your rank on the scoreboard. Not your actual score, or strength, or anything else. So if you are in the top 1/3 of the scoreboard, it interprets this as "doing well". Same goes for the opposite.
Yes, this probably warrants some improvement.
I'm thinking a better method of determining how well a player is doing is based on score, for simplicity. Find the average score. Check to see if the player is within 1 standard deviation of the average. If so, no difficulty adjustment. If they are below 1 std deviation, lower difficulty, if they are above, raise difficulty.
What's the Mercy Rule?
Why didn't it boost the difficulty when I was pulling a 3,000+ score with the second AI barely above 1,000 and the rest 900 or lower then?
I was at the top of the scoreboard since the Medieval and it never once left that, not even when I got to the late Industrial. Never once rose above Noble, but it did rise during the Classic.
I had it set to Warlord ~ Monarch, and it stayed at Noble until the game ended via Mercy Rule.
I think that's a good idea