Recent content by dmieluk

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    The Final Analysis?

    Great read, thanks. I've played a few games with the patch and found myself just as disappointed as before really. Not surprising I guess, but I just really really really wanted ciV to be a good game. I'll probably put it away for good now, especially with Shafer leaving. Can't wait for 6 if...
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    Getting the Games we enjoy

    To the OP: I agree with cf_nz. But ask yourself this - You mention Chess, but how do Chess mechanics avoid the problems of immersion? Why can pawns take diagonally but cannot even engage straight ahead? That's not real. The point is the game has good mechanics, but only loose relation...
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    Move Stacked Unit Request: No valid locations

    Yeah, fair enough mate, sorry about that. Probably shouldn't write posts before the morning coffee...
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    Move Stacked Unit Request: No valid locations

    I guess you didn't look at the screenshot or load the save :rolleyes: Probably should do at least one of those before you declare this a non-issue. Every blocking unit was owned by the AI. Even if that wasn't the case, it is theoretically possible that player owned units had exhausted all...
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    Removing 1UPT while maintaining 1UPT flavour (and preserving game balance)

    Thanks for the feedback. I think the penalties I suggested are already pretty big. If you cant deliver more than 1 full attack, it is pretty harsh because you have to remember that each unit that attacks will take damage, so the final effect is supposed to be kind of symmetrical to the defensive...
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    Removing 1UPT while maintaining 1UPT flavour (and preserving game balance)

    This post is about an idea to remove the 1UPT constraint, while maintaining current game balance, and requiring the most minimal changes possible. First, though, a few words about where I am coming from on this issue. I'm in the civ5 has wonderful ideas but disgraceful implementation camp...
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    Another gem from the AI

    You are defending the coding of the AI here? This is a classic example of poorly coded AI. It's not hard to check before the feedback, as to whether the complaint is still current and valid. I keep getting this message from the AI. It was funny the first time. And yes, as you have guessed, I...
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    Move Stacked Unit Request: No valid locations

    It appears there is no fallback code for the "Move Stacked Unit" request when there is no valid location to move the stacked unit to. In my current game, I am unable to end turn because of a move stacked unit request, but I am unable to move the stacked unit because there are no valid locations...
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    1upt No So Cool

    I'm pretty sure that person meant 'group', not 'stack'. You can stack them, you cant group them. I don't think this feature is that important in this game, but it is the kind of thing you'd expect to be possible in a polished game. Just double click a tile with a warrior and a settler, then...
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    What contributs to Demographics->Soldiers?

    Save the game, then disband 1 unit at a time, and see how it changes your number. That will give you an idea as to how it counts it.
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    How to change a unit's upgrade unit?

    I think it could be done, but you'd have to make a whole new unit class. So, first thing would be to copy all the infantry class info and duplicate it into all into a new class, which you might call "UNITCLASS_PROMOTED_MUSKETEER", and make a new unit in that class, which is exactly the same...
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    Can you add a trait that changes ocean plot yields?

    I'm not experienced with civ modding, but for what it is worth, I had a look over the tables, and I couldn't see a natural way to do it either. It seems you might be able to make a trait which alters strategic resource quantity dependent upon terrain, but not tile yields. You could make a...
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    Mod: Resources require route

    As a test project, I thought I'd try to make it so that the Horse resource required a road before you had access to Horses. I have been able to alter the tile yield based upon the presence of a road. There is a table called "Improvement_RouteYieldChanges" which has this effect. I verified...
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    Defending on clear tiles is a DEATH sentence

    Possible solution which we can probably do...;) Increase the cost of unhappiness for AI players for number of cities (eg. by +4 per city) Make colosseums +8 instead of +4 for AI players Obviously you'd have to tinker with it a bit to find the amount which would reestablish the negative...
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