i have one problem with this mod after 35-40 turns when i click next turn, new turn cant start, its like the game is frozen.i can go to menu, exit the game, only new turn wont start?
can u tell me what could be the problem?
with a mod for AI this could be excellent but with civ 4 so near on the horizon its probably not worth it
something need to be written to the situation where you dont have anywhere close to you to move, or produce.
I'm currently working on a 'supply lines' mod, to which I intended to also add the 'supply wagon' unit...ill' tray to make a suply wagon mod with that
I suppose but I've been hard pressed to split a stack just because of that. If anything, a massive diverse stack will still trample over everything in its path. The main problem with Civ4 is that archery units are poor offensive units (this is solved with nearly any mod that allows for Attack Support and Archer Bombard) and siege weapons...well, suck at defensive work (solved with ranged bombard and attack support in mods).
Which is why the tile limit isn't really fun for vanilla BTS.
Compared to:
Spoiler :
There's something visibly pleasing of sending several dozen stacks of units into enemy territory and having them collide with enemy units and forming a makeshift frontline. Stacks just make the game soooo.....easy. That city on the two tile island is just as easy to take as that landlocked city surrounded by plains because in can land so many troops on a single tile that I'm surprised blackholes aren't popping up all over the map during a war.
Besides, xUPT sounds like it would be fun to play in multiplayer as it takes more skill and thought instead of just lumping a ton of different units into a stack and sending it that way. That city in the picture? Took forever to take down but if I could've stacked all my units on a single tile, I would've been able to have taken half its defenses down in two turns. Gee, that's fun I suppose. I mean, certainly some players would enjoy that but I don't. Same reason why I don't enjoy the idea that if WW2 was a war in Civ4, D-Day would've taken place on only one beach and through sheer numbers, punched through the well-defended Germans with relatively little harm.
Crashes issues:
I want to try to solve this (if it's OK with VK?). If anyone has a save which is close to the point where the game gets stuck can you please attach it and tell me what I need to do to get it stuck so I can check this out?
AI:
I have a thought or two of how to add AI for this. It will be far from good, but it can be better than the current situation. As smeagolheart said - this is very complicated, but that doesn't mean we can't try baby steps.
I'd appreciate any ideas on the subject (think of minor changes in the AI logic which can make a big difference).
I'm currently working on a 'supply lines' mod, to which I intended to also add the 'supply wagon' unit...
Just curious with what your supply wagon is.
Looking at the problem in VKs Plot Capacity Modcomp, where the AI gets stuck, presumably when it can't move/place any new units it has built due to all the surrounding terrain being already full, i wonder if it would be possible to create a limit on the amount of these smaller SoD's the AI or human can build depending on other factors, like combined city production/gold perhaps or amount of cities etc? If it is possible to give the AI such build command instructions that is.
Or maybe it can be linked into some other already present 'build limiter' that the game already uses(thinking here about building types perhaps?).
I can handle SoD's of 100-200 max size but it was pretty much a game-over situation when i saw that monster of 600 approx. Also that AI player was able to keep strong city garrisons, so in effect you had to try to destroy his SoD as taking his cities would take too long and weaken your own garrisons. I just don't know how he could have built such a monster SoD! And would love to see this one big flaw in CivIV sorted