Recent content by Kid R

  1. K

    We would have nothing to gain.

    Yeah, Know Your Enemy and all the collected links are an endless source of good information :goodjob: I guess here it's a much simpler and coarser test than the regular war-planning thought process the AI goes through every turn, which Dan F explored in a lot of detail. This is just a few high...
  2. K

    We would have nothing to gain.

    Just from a quick look at the code it seems "nothing to gain" is said in a couple of situations. One is when there's only 2 civs remaining and you offer a defensive pact. The more usual one would be in war bribes where it does a military power comparison. Call the proposed target "target" and...
  3. K

    Post a (tough) Deity map for me to play

    Yeah I guess no reason barb cities can't spawn where a barbarian is. Especially in the case of human areas if the player is deliberately fogbusting large numbers of tiles without settling them. The barb city spawn code is attracted by the number of unowned tiles - AI areas will have more AI...
  4. K

    Post a (tough) Deity map for me to play

    Re. barb cities, maybe it could be checked by waiting till a barb city founds, then reloading to the turn before and looking what units are on the tile. In the code, the IBT sequence spawns barb cities immediately before it spawns barb units, so it couldn't create a unit, then have that unit...
  5. K

    Your experience with combat odds...?

    Here's the RNG code: [/SPOILER] Those magic numbers are well known (see https://en.wikipedia.org/wiki/Linear_congruential_generator). E.g. that link shows they're the ones used in the GCC compiler's rand() implementation. The low bits are known to be less statistically "good" as random...
  6. K

    Let's Play: Deity BC Space: Strategies from a 10 year veteran

    It probably would! Taking hammer cost difference in combination with that random addition of 1000, I make it almost exactly 1/6 of cases a cannon would get eaten before a quechua, if all were outside borders and all had the same XP and promotion level. But presumably they wouldn't all be the...
  7. K

    Let's Play: Deity BC Space: Strategies from a 10 year veteran

    Looks like they won't necessarily accept a huge number of gift units anyway so maybe not a strategy that could be relied on. I guess it hits their maintenance eventually. You could gift a ton of scouts and just watch all their top military guys disband from strike :D
  8. K

    Let's Play: Deity BC Space: Strategies from a 10 year veteran

    Would it be possible to somehow defer worker strike death by gifting them to an adjacent AI? And capture back later to do one final turn of work on chopping the spaceship or completing a workshop, before they finally did finally disband.
  9. K

    Let's Play: Deity BC Space: Strategies from a 10 year veteran

    Ah cool - I did think it would be odd if you weren't on top of it, but started reading the code and couldn't stop :crazyeye:
  10. K

    Let's Play: Deity BC Space: Strategies from a 10 year veteran

    Re. disband mechanics, was just looking at the C++ code I think this is the base SDK code so maybe 3.17 or something. The HOF mod may follow different rules. No promises about whether it's right or not, especially as I can't get my game to disband settlers, even though the algorithm suggests...
  11. K

    Let's Play: Deity BC Space: Strategies from a 10 year veteran

    I was wondering if letting Peter pop the hut might have been better even if it was possible to get a unit there before him, on the basis that an AI getting a tech is a good result compared to the high probability of all the other possible garbage results, and an AI might stand better chances of...
  12. K

    re: Automated Workers

    Try using worldbuilder or debug mode to watch them do their thing for a bit. If you can stand it without stepping in to take control after 5 or 6 turns you're a stronger man than me! I believe the original source of the facepalm emoji was a discussion about Civ 4 automated workers. [citation needed]
  13. K

    How about crowdbuilding a version of Civ?

    Probably getting a bit detailed on one feature at this stage but OK :) I was thinking specialists and culture buildings would place culture onto the city tile, and hence it would naturally spread out around that. Re. terrain, I think culture should not be linked to it. In terms of difficulty...
  14. K

    How about crowdbuilding a version of Civ?

    What about culture spreads out concentrically around worked tiles? So you have control over the direction your culture spreads. After all the worked tiles are where the people like farmers and miners live, and the people are the repositories of culture. In Civ 4 there's a kind of hybrid model...
  15. K

    Amateur Modders what tweaks have u made to the game over the years?

    Innumerable attempts, ranging from simple to ridiculously complicated, to give myself a :hammers:/:food: bonus from slavery, comparable in utility with the standard benefit, but without actually having to micromanage whipping and city regrowth.
Top Bottom