...a specialist who removes shields
Well, for example, it gives luxuries or taxes at a cost to production.
Well, for example, it gives luxuries or taxes at a cost to production.
Ozymandias,
Many years ago you started a very interesting thread on AI and
production-strategy:
http://forums.civfanatics.com/showthread.php?t=62138
Have you made more experiments during the years?
What can be added that was not known then?
Best Regards
Rocoteh
Happy New Year Rocoteh!
I've not experimented significantly since then. I came to the conclusion that the AI was designed to essentially choose the defender with the highest DF etc., and I never got around to experimenting with weighting the different flags against each other (amphib, paradrop) to check the AI's choices. In the mod I'm working on that's the approach I'm taking.
Although maybe it's time for more experimenting ...
My Warmest Regards,
Oz
Is this the thread that should include all sorts of solutions concerning carriers and what planes that should be able to land on them ???
I know of one method making non carrier-aircraft.
Tick the Transport Only Aircraft and Transport Only Foot for the aircraft concern (like Stealth Fighter). This makes them not available to land, since units able to load other units can not be loaded themselves.
More ideas and fine sollutions would be great to read about.
Then of course is up to modders to solve why land-based aircrafts should be created at all. Well make the carrier-aircraft weaker but with longer range than the landbased aircraft. It needs to be tested how the AI works this out however.
All suggestions or links to threads with discussions on this are welcomed I think. (At least by me)
Cemo
Steph - Don't forget to give them 1 transport...
I think I have discovered something. I may have mentioned something like it in the thread on adding specialists.
It would appear that the game lets you have a specialist who removes shields (when building an improvement/wonder), but I have had a few crashes to desktop. I have a mod with two cities. The capital has a bunch of buildings in it and size 6 or 7 and there is another city with pop 1.
When scrolling through the specialists in the Capital, there is no problem. However, when doing the same in the other city, it crashes when trying to go to the specialist that removes shields. I thought that it may be that the small city was only producing 1 shield, while having 3 removed. I when back in and in debug mode, added corruption reducing and production increasing buildings. I had more than 5 shields, but still got the crash. The build queue was on Library at these times.
So it would seem that one cannot necessarily have specialist that remove shields. My question besides if anyone else has messed around with this, is why?
Hey Ozymandias: I believe I've found another mistake in the helpless (Conquests). It states under "Improvements & Wonders" that the "rendered obsolete by" option is only available if the "wonder" category is selected. This is incorrect. Just thought you might want to add that to your list.
Huh, I could've sworn I once had an artillery in an army that could be used. But I know that at least the "Hidden Nationality" and "Amphibious" abilities disappear in armies.To this I might add that certain unit abilities disappear when the unit is loaded into an army, like Bombardment.