I still play this occasionally, I don't play civ 4 that much anymore due to lack of time and I tend to get addicted, but when I do I play LoR with my own modifications. I've made SDK changes but stopped releasing them due to lack of interest, the latest version in my thread is not the latest...
Hey new version is up, it should be considered in BETA (needs testing), so I've left the old version up too.
Regarding the Balance Tweaks Mod, the XML and Python changes should be compatible with my SDK changes if you want them to use them together. As for the SDK changes, which do you think I...
This is for 0.9.9b, I don't think a version 1.0 of LoR was ever released. Pleased to see this forum is active and people still use this ModMod, I still play it and make improvements every now and then so I hope to release a new version soon.
All optional features can be turned off by editing the GlobalDefinesAlt XML file, in this case by setting DYNAMIC_DIFFICULTY to zero
Yeah, I've noticed this sometimes too. I think it's because the AI now considers the relative costs of units when attacking, and caravels are so much cheaper...
OK, I was worried of the opposite that the effect might be too strong. Perhaps I should make it configurable somehow. It's harder to get the balance right on smaller maps I think since the situation can change quicker. I'm also going to add a few more AI improvements, so hopefully this will help...
Hey I just wanted to say a belated thanks, I'm a big fan of this mod component, I've merged it with Legends of Revolutions and released my changes as a ModMod. Hope you don't mind!
Looks like they had the same discussion on the thread for the original Mod-comp, the creator said it was realistic as these sort of tactics would have been used by armies at the time. I do like the way at works at the moment, I don't mind losing a few 99% odds fights due to the defender...
Hopefully it was related! Most of the AI changes were from Karadoc's K-Mod, so I can't personally take the credit for them. The AI does tend to specialise it's cities better and go all out when at war. So it's probably a side effect of them having better production cities and building more units...
I’ll consider making defender withdrawal optional via an XML setting in the next release. I understand it’s not to everyone's taste. You say you like the concept but not the execution, what do you mean by that? How else could it work?
That's weird, I'm not sure what would cause...
I've only made one minor AI change regarding DCM and that is that if a unit has nothing to do and isn't damaged, it will range bombard rather than skipping it's turn if there are nearby units it can target. I haven't done anything regarding fighter engagement.
It would be cool if the AI could...
Hi morchuflex, thanks for the feedback.
I haven't made any changes to specifically affect animal behavior, but I've made some changes that should make the AI make smarter decisions when deciding to attack in general, and (currently) that includes animals. Animals and Barbs should still be...
Yeah I'd be happy to have contributions, it would good for those of us making changes to stick together. Not sure how to organize it though, you could just attach stuff to this thread for now and I could add it to the main download.
Yeah I'm quite happy with it. I mostly just changed some...
Red Pill definitely. I'd want to see what the real world was like.
If I take the blue pill I'm subject to the same constraints of the simulation, I've still got to work so I can afford to buy simulated food or I'll die etc. I can't do anything crazy or illegal since I can still be killed or...
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