Why not force to off and hide Start as Minors option then? It really overpowers human player. I saw it in my games.
No. It's based mostly on some behavioral observation factors. By all means, run a test to confirm.Just curious, has the claim that SaM hurts the AI ever been properly tested? As in let the game autorun from the same starting position, with SaM on and off? And AI scores compared afterwards?
Why easier than noble handicaps have iconstruct/iresearch/itrain percent changed (40/60/80 for settler/chieftain/warlord) ?Sure, I can increase the difference between handicaps a bit, there's been some complaints lately about difficulties being too easy.
It is meant for multiplayer and the flexible difficulty mechanic. It offers a significant handicap differences between inexperienced and experienced human players as well as being an interesting buff for the weakest AI players when using flexible difficulty. Why not treat the lower than Noble difficulties differently?Why easier than noble handicaps have iconstruct/iresearch/itrain percent changed (40/60/80 for settler/chieftain/warlord) ?
You are only looking at three factors within the handicap file, if you compare all the changes you would see that Deity and Nightmare are more difficult now (rev. 10052) than what they were before I started changing difficulties back in rev. 9976.While ladder up to immortal is fine, Deity/Nightmare still are bit nerfed when compared to old system.
Now that you explained, why handicaps below noble are treated differently, and that AI doesn't need that much research boost on Deity/Nightmare anymore its fine now.It is meant for multiplayer and the flexible difficulty mechanic. It offers a significant handicap differences between inexperienced and experienced human players as well as being an interesting buff for the weakest AI players when using flexible difficulty. Why not treat the lower than Noble difficulties differently?
You are only looking at three factors within the handicap file, if you compare all the changes you would see that Deity and Nightmare are much more difficult now than what they were before I started changing difficulties back in rev. 9976.
Why are you so obsessed with not making any changes to the mod, should I, in your opinion, revert all the changes I made and focus only on replacing the iXPercent tags with completly equivalent iAIXPercent tag values?
You can try new game without SaM on SVN 10052.My ongoing test with no changes to system at all on SVN 10051 I am getting nearer to Tribalism and am a clear tech leader. Closest rival is 6 turns from Atlatl Making when I am 8 turns from Tribalism. I am playing with TD and WFL BUT inactive for me, the player, only AI get those benefits.
I do have SaM on but planning on doing a comparative test with it off after checking if Unit Supply still gets skewered.
I can't agree with your supposition and position on this Toffer.You are only looking at three factors within the handicap file, if you compare all the changes you would see that Deity and Nightmare are much more difficult now than what they were before I started changing difficulties back in rev. 9976.
Does starting with SaM give you the player a Clubman still to start the game with? Big advantage player if it still does. (Was supposed to have been changed, was it?)I usually play with Start as Minors on (because it is historical) but over the years I occasionally played with off, and didn't see much difference.
Just curious, has the claim that SaM hurts the AI ever been properly tested? As in let the game autorun from the same starting position, with SaM on and off? And AI scores compared afterwards?
You're right, "Much more" was an overstatement, it's about the same difficulty on deity now as it was before. The focus has been shifted a bit, economical penalties for the human player and faster unit training for the AI is now compensating for a somewhat slower tech progress for the AI.I can't agree with your supposition and position on this Toffer.
The crash is very confirming that @alberts2 is on to something with the selection groups not cycling properly. The crash takes place when a function call goes to the entirely wrong function during an initiation of a selection group for the animal team during a new spawn process. If selection groups aren't recycling properly when animals die, then on a Blitz/Gigantic map, it is entirely conceivable that the maximum number of selection groups can easily be exceeded within a hundred turns or so. I suspect that this exceeding of the selection group cap for the player causes a stack overflow that messes with the ram and sends the next function call to the wrong location.I updated to SVN 10055.
AI is lazy to build cities: on 100th turn of Blitz/Noble/Gigantic everyone should have two cities at least.
Spoiler :
Game crashed somewhere after 100th turn.
Added autosave of last turn when game crashed.
By the way some AIs are wasting time on processes.
This sometimes appears in Xml_MissingTypes:
[5867.494] info type 'ATTACHABLE_CHIMNEYSMOKE' not found, Current XML file is: modules\Natural_Wonders\Reef_Shark_CIV4SpawnInfos.xml
AI situation is much better on 200th turn.
This time China. Babylon and Egypt are having a lot of fun.
I have Barbarians on. Earth itself is actually Large sized map.The crash is very confirming that @alberts2 is on to something with the selection groups not cycling properly. The crash takes place when a function call goes to the entirely wrong function during an initiation of a selection group for the animal team during a new spawn process. If selection groups aren't recycling properly when animals die, then on a Blitz/Gigantic map, it is entirely conceivable that the maximum number of selection groups can easily be exceeded within a hundred turns or so. I suspect that this exceeding of the selection group cap for the player causes a stack overflow that messes with the ram and sends the next function call to the wrong location.
I'm not sure what's wrong with that or how to fix it... hopefully alberts2 is still looking into it for us and will find a solution. Could be a very very VERY longstanding bugbear of an issue for us.
That said, the cool side of this is that if you save and reload now and then it will clear these junk selection groups. So after the crash, the game can be reloaded and continued. Thus it's not the worst bug of all time. Just really annoying, especially if you have a large animal spawn rate in a large space. Some epic wars could cause this pretty quickly too I suppose. Barbs could also trigger the issue.
The rest of this is obviously known issues to improve on.
<Define>
<DefineName>NEANDERTHAL_SPAWN_MODIFIER</DefineName>
<iDefineIntVal>50</iDefineIntVal>
</Define>
<Define>
<DefineName>BARBARIAN_SPAWN_MODIFIER</DefineName>
<iDefineIntVal>50</iDefineIntVal>
</Define>
<Define>
<DefineName>ANIMAL_SPAWN_MODIFIER</DefineName>
<iDefineIntVal>100</iDefineIntVal>
</Define>
<Define>
<DefineName>SEA_ANIMAL_SPAWN_MODIFIER</DefineName>
<iDefineIntVal>75</iDefineIntVal>
</Define>
<Define>
<DefineName>BANDIT_SPAWN_MODIFIER</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>KILLERRABBIT_SPAWN_MODIFIER</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
These are works in progress. Nothing actually exists yet.I wonder what are those last two entries.
I'm not sure what's wrong with that or how to fix it... hopefully alberts2 is still looking into it for us and will find a solution. Could be a very very VERY longstanding bugbear of an issue for us.