Odd... seems that when I enable the 'Great Commander' option I can no longer attach my Great Generals to my units. Any idea why this would be? I first experienced this issue with Patch G, but I updated to J and the oddity is still there.
Anyway, great modmod, I really love it. It's the only thing that makes me still enjoy Civs IV after all these years.
Wow. I didn't even manage to download Patch I
Will you be moving more of the game options to the RoM BUG settings, Afforess? Less to click each game is always better for me!
i found something maybe its part of the new dawn game dynamics etc. It first time i playing it properly, using my civ pack aswell, with realistic diplomacy, fixed borders, and realistic culture spread, aswell as ruthless and aggressive ai.
What i noticed was that it takes very very long for the ai borders to expand :/ and difficulty level is deity. Also they dont give much of a challenge compared to before. They take ages to expand, and form other cities,
Any idea why? is it possible to make the AI more faster in terms of expansion? and im playing my game speed is marathon. (on snail it was worse)
In the game due to this i became the strongest, so they also not attacking me is it possible to make them more bolder.
On a further note: Game in terms of ctd's and end turn times, its actually quite fast So thanks for that.
i found something maybe its part of the new dawn game dynamics etc. It first time i playing it properly, using my civ pack aswell, with realistic diplomacy, fixed borders, and realistic culture spread, aswell as ruthless and aggressive ai.
What i noticed was that it takes very very long for the ai borders to expand :/ and difficulty level is deity. Also they dont give much of a challenge compared to before. They take ages to expand, and form other cities,
Any idea why? is it possible to make the AI more faster in terms of expansion? and im playing my game speed is marathon. (on snail it was worse)
In the game due to this i became the strongest, so they also not attacking me is it possible to make them more bolder.
On a further note: Game in terms of ctd's and end turn times, its actually quite fast So thanks for that.
but i still see AI picking some very strange building choices at the start - which btw increase rebelliousness. i'll see if i can fix it with my mod by changing the flavour settings of different buildings. so the big question to Afforess is:
what effects does Flavour and AIWeight tags have on the AI building choice with your current function relative to the building stats? is there something else i could do through xml to influence AI decisions anyway?
You can change the value all you want, but buildings are categorized into 12 or so types, so if the AI isn't interested in a happy building, even with a weight of MAX_INT, it will ignore it.
Generally speaking, the AI is pretty decent at knowing what it needs, but sometimes chokes when it tries to find a building that matches its needs. That can only be fixed in the SDK.
the question is a different one. if the AI is interested in a science building, is it sufficient to make the science flavour of building A higher then of building B to let the AI pick building A? and what happens if i leave out all flavours, will that stop the AI to build this building before other more important ones?
or to be more concrete: what can i do to keep the AI from building bandit hideouts in its early cities?
#define BUILDINGFOCUS_FOOD (1 << 1)
#define BUILDINGFOCUS_PRODUCTION (1 << 2)
#define BUILDINGFOCUS_GOLD (1 << 3)
#define BUILDINGFOCUS_RESEARCH (1 << 4)
#define BUILDINGFOCUS_CULTURE (1 << 5)
#define BUILDINGFOCUS_DEFENSE (1 << 6)
#define BUILDINGFOCUS_HAPPY (1 << 7)
#define BUILDINGFOCUS_HEALTHY (1 << 8)
#define BUILDINGFOCUS_EXPERIENCE (1 << 9)
#define BUILDINGFOCUS_MAINTENANCE (1 << 10)
#define BUILDINGFOCUS_SPECIALIST (1 << 11)
#define BUILDINGFOCUS_ESPIONAGE (1 << 12)
#define BUILDINGFOCUS_BIGCULTURE (1 << 13)
#define BUILDINGFOCUS_WORLDWONDER (1 << 14)
#define BUILDINGFOCUS_DOMAINSEA (1 << 15)
#define BUILDINGFOCUS_WONDEROK (1 << 16)
#define BUILDINGFOCUS_CAPITAL (1 << 17)
CFC sucks at formatting.and lol, why is my [ TAB] quoted with smilies??
Probably, but you will need to test it.
Okay, if you look at CvCityAI::AI_buildingValueThreshold(...), the AI has free promotions values with buildings that provide experience to units. So the AI is trying to build a building like a barracks, but sees only the bandits hideout, and settles for that. Since it is not worried about happiness, the minus value from the revolution sentiment (which is categorized in happiness) is low.
The real kicker here is that buildings were never meant to give negative effects. If you look at BTS, very few buildings have negative effects. There is no cap in the AI code, so it does value the negative effect, but it doesn't scale well... A city may be interested in fixing its experience problem, but won't know to not break it's happiness or revolution issues along the way.
[...]
For the AI to properly evaluate buildings with negative modifiers, you would have to rewrite a large portion of AI_buildingValueThreshold() so that the AI knows when they shouldn't sacrifice a happy face or two and when it's alright, or when 15% more revolutions is bad (border, newer cities) and when its fine (capital, larger more established ones).
(Sidenote: for quick reference, here are all the flags for how cities breakdown buildings into catagories)
Spoiler :The capital flag is only used in the early game, and big culture is for late-state cultural victories.
Code:#define BUILDINGFOCUS_FOOD (1 << 1) #define BUILDINGFOCUS_PRODUCTION (1 << 2) #define BUILDINGFOCUS_GOLD (1 << 3) #define BUILDINGFOCUS_RESEARCH (1 << 4) #define BUILDINGFOCUS_CULTURE (1 << 5) #define BUILDINGFOCUS_DEFENSE (1 << 6) #define BUILDINGFOCUS_HAPPY (1 << 7) #define BUILDINGFOCUS_HEALTHY (1 << 8) #define BUILDINGFOCUS_EXPERIENCE (1 << 9) #define BUILDINGFOCUS_MAINTENANCE (1 << 10) #define BUILDINGFOCUS_SPECIALIST (1 << 11) #define BUILDINGFOCUS_ESPIONAGE (1 << 12) #define BUILDINGFOCUS_BIGCULTURE (1 << 13) #define BUILDINGFOCUS_WORLDWONDER (1 << 14) #define BUILDINGFOCUS_DOMAINSEA (1 << 15) #define BUILDINGFOCUS_WONDEROK (1 << 16) #define BUILDINGFOCUS_CAPITAL (1 << 17)
You set off the auto-censor.
If it thinks it is bad, it changes it to .lol, what? a tab is censored? i guess it's a bug isn't it?
ah, it's the free promotion it wants. hmm, so the best solution would be to teach AI to have only some developed cities that concentrate on military production while the others do never build any military (neither buildings nor units)! thus the bandit hideout should only be build in the capital which usually is one centre for military production through the whole game and in few other developed cities that are designated for that purpose.
Yep, I made the change in Patch G, after receiving comments about it. With Great Commanders, great generals can no longer attach to units, and can only lead them in the battlefield.
I like the solution proposed by os79 if it's not too much trouble to implement.