yes AI players have no clue how to handle the island barbarians. might need to invent a new army type for "colonization parties". but timing will still be bad, planning ahead like OP is hard. of course there are frameworks like GOAP but so far that is not used anywhere.
proposal idea: barbarians do not attack minors except during the horde quest. minors do not attack barbarians except if allied with a major.
rationale: currently minors do not attack barbarian camps because people complained that the minors were too efficient at removing camps and depriving...
haha. with everyone being so aggravated by the AI behavior it seems to be a good play?
anyway if somebody wants to allow the AI to plant citadels during wartime they would need to come up with a new type of CvAIOperation to move the general and an escort to the target plot. i'm not going to do...
iirc, at one point the community patch was the most downloaded mod on the steam workshop with a prominent link on the front page but then suddenly it was shadowbanned and you had to search for it explicitly. draw your own conclusions.
there are some hints in the readme. other than that, not much. no style guide either, it's legacy hell. and there are zero testcases because it's hard to run the gamecore in isolation. also keep in mind this is a hobby project ...
now that you mention it, i might write an intro on code...
yes, works for all units. and the AI should be able to use this ability just fine, that is the beauty of it.
new build is up at https://github.com/LoneGazebo/Community-Patch-DLL/issues/10473 (and also includes the purchasing fix people have been asking for).
add <Row Class="5"...
watch this in the next release ...
also leader personality does play a role - if FLAVOR_OFFENSE is higher than 6, the AI player will attack slightly more aggressively (ie accept more damage). but the effect is small so far.
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