Recent content by Nor Me

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    Emigration

    They are. I've played with both of them at once. They both change some city view lua file but neither of these changes are critical. The emigration city view has shows prosperity but we don't really need to know that. The city expansion city view just automatically selects buy a tile. Even...
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    WHoward's Pick 'N' Mix Mods

    With SummaryClock v8 with BNW, the escape key will close the clock pop-up. Unfortunately, I can no longer use it to bring up the main menu or close the city screen. I'm sure it used to work before.
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    Emigration

    So it is, if I could understood lua.
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    Emigration

    Is gold output included in the prosperity rating? Looking at the code, I can see where you add food, production and science but not gold.
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    Runtime Error when loading a saved modded game

    The only way I can load modded save games is by starting a new game with the same mods and loading the game from within the new game. This avoids the runtime error. I don't know if it would work with pre-patch games though.
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    game crashes when loading a saved game with mods

    I think I have a workaround. If I start a new game with the same mods, then load the first game from within the new game, it does not crash.
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    Update has corrupted my CiV?

    I had this problem. Try changing your language (right-click on Sid Meier's Civilization V and select properties. It's on one of the tabs) and then changing it back again. This worked for me. I noticed that one of the 5 files the patch had updated was a Polish readme in my English installation.
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    Measuring Mod Performance in SDK

    I do get a screen like that one. And selecting "Show DLL profile" will guve me a dllprofile.log file. But it doesn't profile the entire turn, only the last call to CvGame::update.
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    Measuring Mod Performance in SDK

    I can't get this to work like it does for other people and I don't know why. Specifically, The profiler only seems to get the last call to CvGame::update in any turn, the one with CvGame::doTurn. I've been working round this by moving the start and stop profiling dll calls to CvGame::update and...
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    Espionage target weighting

    I think the current AI epsionage spending is actually quite a solid defensive strategy. In particular, it only uses the espionage slider to catch up. If 2 AI players are both trying to get a big enough ratio with each other to , say, see each other cities then I doubt it would be worth both of...
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    Amphibious attack AI

    If you are going to make the AI build more ground units for amphibious invasions, it would be a good idea to make it check that it doesn't build many more units than it has transport space for. That should just be a question of adapting the existing code for deciding how many transports to...
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    [BTS] AI Strategy - war

    It stops building units for attack when it thinks its unit costs are too high. It stops building units for defence when it thinks it has enough. It will then build research when it runs out of buildings. The same formula for unit costs is a major part of the AI's decision about whether to go...
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    [Better than BTS] Threats,Targets, Reserves and Plans

    Couldn't you do a bit of both by calling most of the planning code from CvPlayerAI::AI_unitUpdate. Plans move units. When the AI has run out of plans, it does the "loop through all units" plan.
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    [BTS] AI Strategy - war

    That'll teach me to actually look at the XML some days. I presume it's for mods where resources might be more victory critical. Nice. I've not had a chance to play with your mod as I only revisited this forum today. As I posted in the other thread, I've been using a modified version of the...
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    [BTS] AI Strategy - war

    For some reason, along with 2), the AI counts the number of bonuses in our empire. That's with no qualification about distance or landmass. This means AIs like attacking big civs. With the generousness of the AI power comparison, this is a good recipe for suicidal wars. Of course, the bug in...
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