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#1081 |
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I Can Make You Love Me
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Do missionarys cost money to keep? If they don't, why not just have the AI not use them while in Theocracy and they don't have the Holy City?
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#1082 | |
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Emperor
Join Date: Nov 2005
Posts: 1,455
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Quote:
Bh |
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#1083 |
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Deity
Join Date: Apr 2003
Location: the Netherlands
Posts: 4,281
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Yes, they have a maintenance cost.
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If in other sciences we should arrive at certainty without doubt and truth without error, it behooves us to place the foundations of knowledge in mathematics. |
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#1084 | |
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Pirate Captain :P
Join Date: Dec 2005
Location: NZ
Posts: 1,269
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Quote:
but the only case I know of where gifting a missionary would be unwise for the AI would be in the case where it led to the Player Win through the AP Diplomatic Victory.
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WANTED : DEAD OR ALIVE AWARD : POST COUNT lolFear My Privateers!
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#1085 | |
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Deity
Join Date: Apr 2003
Location: the Netherlands
Posts: 4,281
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Quote:
Letting the AI accept the missionaries and then disband them when they can't use them would also work for me. A human player should notice that the religion is not being spread. It's probably easier to (program to) just let the AI not accept the missionaries when they're in Theocracy. Although this is based on the idea that an AI using theocracy is unwilling to spread a second religion and that might not be true. AI's usually seem to choose this civic purely for its military use and not for the religion blocking effects. But if the AI accepts the missionaries when it is going for a cultural victory, then I think it behaves fine. It's an AI. You can't expect very detailed decision making.
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If in other sciences we should arrive at certainty without doubt and truth without error, it behooves us to place the foundations of knowledge in mathematics. |
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#1086 |
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Pirate Captain :P
Join Date: Dec 2005
Location: NZ
Posts: 1,269
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well it's a choice, which is more beneficial getting the extra happy from temple for larger cities or denying the extra gold to shrine by not spread the religion with the missionary.
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WANTED : DEAD OR ALIVE AWARD : POST COUNT lolFear My Privateers!
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#1087 |
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Veteran QB
Join Date: Nov 2005
Location: Cheering For Mr Sanchez
Posts: 2,634
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On a similar theme, does the ai still sometimes adopt Theology when it has no state religion, or was that fixed a while back, and I just didn't notice?
Ok there are just about plausible reasons for a player to do this, but an ai isn't clever enough, and it used to do this sometimes with no religion at all, thus wasting money, and well its just silly..... Advisor: Now we have discovered Theology sire, I suggest we adopt a Theocracy. King: But we have no religion whatsoever in our lands, what possible benefit would it give? A: Well sire, it, erm, well.....all our troops in cities with our state religion would become more fervent to the religious cause, and receive better training! K: What cause? A:Ah, erm, right....well it would stop heathen religions spreading to our people! K: Heathen religions? A: Yes sire, and we should smite them with all our religious fury! K: And aren't by definition, the heathens defined as people without religion? A: Yes for sure, sire! K: Which we have none... A: Ahhhhh, eeeerrrmmmm.... K: So you basically want us to embark on a religious Crusade, against ourselves? A:..........(meep) K: Well it isn't without precident. It happened In a place called Europe in the 13th century (or did I dream that)....anyways, not in my Kingdom.. A:.......{meeeeep} K: Time for the Guards I think..
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:- Sunday Night Football vs The Vikings:- " The Bears Defence has some of the best Strippers in The NFL" ![]() Who else but John Madden |
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#1088 | |
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Unindicted Co-Conspirator
Join Date: Aug 2004
Location: Pittsburgh, Pennsylvania
Posts: 2,494
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Quote:
From a game mechanic perspective, I'm iffy on the idea of having the AI flat-out refuse a gift, although I don't see anything wrong with the AI disbanding an unwanted gifted missionary.
__________________
JKP1187's Not Just Another NextWar Mod. (update pending) NextWar: Revolutions (update pending) JKP1187's Events Map Scripts: Earth3.py; Terra2.py I am buying a house and starting a new job, so Civ projects are on hold for now. I shall return! |
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#1089 | |
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Deity
Join Date: Apr 2003
Location: the Netherlands
Posts: 4,281
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Quote:
It might be a bit hard to write algorithms that recognise the select few situations where it is good to accept the religion. It's always hard to put human intuition into programming code.
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If in other sciences we should arrive at certainty without doubt and truth without error, it behooves us to place the foundations of knowledge in mathematics. |
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#1090 |
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Chieftain
Join Date: May 2007
Posts: 33
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Ok I changed CvGameCoreDLL.dll in the Assets folder to CvGameCoreDLL313.dll to back it up and I copied the unofficial patch into the Assets folder. When I try to load up BTS it says there is an error. What am I doing wrong? (It never asks me if I want to overwrite the thing)
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#1091 | |
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Prince
Join Date: Nov 2006
Posts: 331
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#1092 | ||
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TBS WarLord
Join Date: Jun 2007
Location: Western IL. cornfields
Posts: 5,327
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Quote:
Quote:
If you had 1st copy/pasted the original CvGameCoreDLL.dll into a folder outside of CIV game ( for example, I keep a special folder in My Documents called CIV Files). And then unzipped the Unofficial Patch (UOP for brevity) into it's Own folder, you could then copypaste the UOP into the Assests folder. When you click Paste in the Assests folder the pop up that asks for the overwrite would appear and you click OK. Understand now my friend? Patience grasshopper. You will learn the ways. JosEPh
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"Old and Slow and.... It's Not Y'UNs Turn!!." Member AND Resurrection Team |
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#1093 | |
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TBS WarLord
Join Date: Jun 2007
Location: Western IL. cornfields
Posts: 5,327
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Quote:
Here guys try this. JosEPh
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"Old and Slow and.... It's Not Y'UNs Turn!!." Member AND Resurrection Team |
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#1094 |
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Emperor
Join Date: Jun 2007
Location: Hamilton, Ontario
Posts: 1,260
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Regarding the gift missionary debate, does anyone know if the A.I. will change to theocracy just to keep religions out? Back during a warlords game I started sending missionaries to another civ, but after the first one they changed to theocracy. So does anyone know if the A.I. was programed to do that, or was it just a coincidence and it was planning a troop build up. If it's the former then it's definitely an exploit to be able to gift missionaries to theocratic A.I. empires.
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#1095 | |
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Emperor
Join Date: Nov 2005
Posts: 1,455
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Quote:
As for having the AI accept and then disband the unit, what is the point of that? Why would the AI bother to accept in the first place if it doesn't actually want the unit? Preventing an exploit is a good thing, punishing a player for attempting one isn't. Bh |
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#1096 |
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Drill IV Defender
![]() Join Date: Jan 2006
Location: Australia
Posts: 9,142
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Bhruic, I'd like to make a suggestion for a fix, though I'm not sure whether this falls under the category of things you'd normally consider...
When you are attacking a city you can select a unit and hover over the city with the right mouse button held down to see your odds and see the best defender in the stack. However, when you have a spy in the city the spy stays on top so you cannot see the best defender. This is a bit annoying when I want to choose promotions on the attacker so as to counter the best defender. It takes too much brain effort to mentally think of which unit it must be that's on the top. At the moment I just move my spy out of the city while I attack. Obviously the suggestion I'm making is to make the friendly spy not stay on top when you have a unit selected and hovering over something to attack. I haven't checked but the issue is probably exactly the same outside cities too.
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Tip: Forcing Steam's Offline Mode Civ4 Mods: Advanced Combat Odds, PIG Mod(discontinued), HEX Mod(discontinued) Suggestion: Try karadoc's K-Mod: Far Beyond the Sword Read if bored: Zoom-To-Cursor, Good advice from Kaell for DX11 users, Nvidia beats AMD in Civ V |
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#1097 |
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Warlord
Join Date: Oct 2006
Posts: 238
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I agree with this suggestion, I will ususally try and get my spy out of the city I am attacking before I start the attack...when I am unable to do this I find it quite frustrating when my spy is constantly on top of the city defenders.
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"To play, or not to play...That is the question."-Civaddict. |
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#1098 | |
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Unindicted Co-Conspirator
Join Date: Aug 2004
Location: Pittsburgh, Pennsylvania
Posts: 2,494
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Quote:
On your second point, I would always rather improve the AI rather than adjust the rules to account for AI quirks. That said, it isn't clear to me that (a) this is a problem worth worrying about, or (b) that in a cost-benefit analysis, the marginal utility we'd get out of an improved AI would be worth whatever sweat that you (Bhruic) would have to put into to. So I'm inclined to think that if (a) is true, then the easiest solution is to eliminate gifting of missionaries for everyone. If (a) is not true, then that's that. (Naturally, all this is said from the perspective of one who surely isn't going to do any heavy-lifting on the coding....) At the end of the day, I just believe that it's better to keep the rules even for everyone (human and AI) unless forced up against the wall (as the designers apparently were by vassal states, for instance.)
__________________
JKP1187's Not Just Another NextWar Mod. (update pending) NextWar: Revolutions (update pending) JKP1187's Events Map Scripts: Earth3.py; Terra2.py I am buying a house and starting a new job, so Civ projects are on hold for now. I shall return! |
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#1099 |
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Unindicted Co-Conspirator
Join Date: Aug 2004
Location: Pittsburgh, Pennsylvania
Posts: 2,494
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Quite so. I missed the conditional. Apologies!
__________________
JKP1187's Not Just Another NextWar Mod. (update pending) NextWar: Revolutions (update pending) JKP1187's Events Map Scripts: Earth3.py; Terra2.py I am buying a house and starting a new job, so Civ projects are on hold for now. I shall return! |
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#1100 |
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Prince
Join Date: Nov 2006
Posts: 331
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