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Old Nov 04, 2010, 03:53 PM   #1
Slowpoke
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SQL Issue

The following code doesn't appear to be working (Hard to tell with A.I., but some A.I.s have only 2 cities where others have 5, and many civs have no city walls at all mid game so it almost definately is not working)

UPDATE Leader_Flavors SET 'Flavor' = 10 WHERE LeaderType <> 'LEADER_BARBARIAN' and FlavorType = 'FLAVOR_CITY_DEFENSE';

UPDATE Leader_Flavors SET 'Flavor' = 10 WHERE LeaderType <> 'LEADER_BARBARIAN' and FlavorType = 'FLAVOR_EXPANSION';

I haven't done an sql where it needs 2 wheres yet, so I'm really not sure this is even supposed to work.
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Old Nov 04, 2010, 04:44 PM   #2
smellymummy
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!= is the not equal you need to use, the AND in the where clause is good

edit: nevermind <> seems to work just as well. your SQL is good. the major civs have too many flavors to go through so they aren't too bright to build city walls. minor civs on the other hand have barely any flavors so they always build them

Last edited by smellymummy; Nov 04, 2010 at 04:49 PM.
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Old Nov 04, 2010, 05:24 PM   #3
Slowpoke
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I wish there were a simple "build more settlers" variable , or a settler weight or something :/ Everything is "strategy flavor" this "startegy flavor" that and none of them do anything.
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France- A double Anceint Era Declaration of War on Deity against two clearly conquest geared civs that dredged on for 1500 years.
Okay this one makes the above one look like a bunch of preschoolers out at a picnic getting attacked by baby ants. THIS ONE is awesome. Read it.
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Old Nov 05, 2010, 07:21 AM   #4
risikawi
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Quote:
Originally Posted by Slowpoke View Post
I wish there were a simple "build more settlers" variable , or a settler weight or something
I`ve been noticing that settlers are only unit related to expansion flavour, I think it is that one. As for your issue - I think city states have nothing better to do than to build, while AI seems over occupied with building armies
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Old Nov 05, 2010, 03:08 PM   #5
Slowpoke
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Well after some more fiddling, I've got it to work somewhat. It seems that flavor_expansion affects a strategy in AIeconomicstrats which then effects the unit making. Setting that strategy to a weight threshold of -1000 then makes it work. Apparently A.I.s have more than one strategy which together influence A.I. behavior. So giving everyone 100% chance of early expansion still results in varying, but increased, levels of expansion.
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France- A double Anceint Era Declaration of War on Deity against two clearly conquest geared civs that dredged on for 1500 years.
Okay this one makes the above one look like a bunch of preschoolers out at a picnic getting attacked by baby ants. THIS ONE is awesome. Read it.
Mega Mod What started as a balance fix is now getting massive. Now accepting suggestions (units/buildings in particular)
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Last edited by Slowpoke; Nov 05, 2010 at 03:11 PM.
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