Recent content by KungCheops

  1. K

    Final 2UC Version - 4.22 (May 31, 2025)

    Main routes are routes needed to connect cities to the capital. Shortcuts are all other routes between cities (for movement and redundancy). Strategic routes are the rest. All route types are given a value based on how much movement gain they give, gold from city connection (for main routes) and...
  2. K

    Final 2UC Version - 4.22 (May 31, 2025)

    The total overhaul I made to the road logic was maybe one ore two years ago. Before that it didn't work, but not in the way you describe. The AI will build roads near enemy borders for logistics reasons, maybe that's what you've experienced.
  3. K

    Final 2UC Version - 4.22 (May 31, 2025)

    As the person who wrote the AI road logic I think maybe you just don't understand what the purpose of the roads is. There is a road planner modmod for VP you can check out if you wanna see what the AI is planning roads for which also lets you control how roads are planned.
  4. K

    Final 2UC Version - 4.22 (May 31, 2025)

    >Changed AI fort valuation so they don't build forts in places that aren't useful Could also be rephrased as "penalize AI evaluation of any defensive building in plots that are not adjacent to enemy borders". Ilteroi wanted to do this because he thought it was ugly when the AI built forts...
  5. K

    Do you still experience AI military behavior bug in 4.21.1?

    I suppose the CvEconomicAI function for deciding how many recon units are needed can be updated to reflect these suggestions.
  6. K

    Do you still experience AI military behavior bug in 4.21.1?

    I guess I made a mistake in trusting the existing "we need this amount of scouts" code when I did the unit production changes. Should maybe just hard cap it at 2 scouts at all times.
  7. K

    New Version – 4.21.1 (May 3, 2025)

    Probably from a barbarian camp
  8. K

    New Version – 4.21.1 (May 3, 2025)

    I take no responsibility for any missing/incorrect features in my hotfixed 4UC. I made it to be able to implement and test the future features that will be in the full 4UC integration :)
  9. K

    New BETA Version - 4.17.8 (December 16, 2024)

    Sounds like a bug
  10. K

    autoplay?

    I think I can live with my starting civ missing 5 XP on its starting unit
  11. K

    autoplay?

    You can promote units with a "promote unit" button. I think it gives the units the amount of XP that is needed for the next promotion.
  12. K

    Update on 4UC Integration (5.0) and the Future of VP

    I think BG3 proved that a different business model is possible. But they probably make a heck of a lot less money than Activision so what do I know.
  13. K

    autoplay?

    No, my game just full freezes for like a minute before it processes player 0's turn. I always just use IGE+ to give my starting warrior 15 XP and move it to the settler plot.
  14. K

    autoplay?

    In my experience firaxis firetuner autoplay takes several minutes to start on turn 0. The new one doesn't.
  15. K

    autoplay?

    I just use the VP added in-game ones (ctrl+shift+P/O). Edit: ctrl+shift+P is progress to next player, O is autoplay, L is autoplay with only the vision of the current player.
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