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i guess it's impossible to play vs the ai on a lakes map because of this. i can't imagine it being so hard to program the ai to not build naval units in lakes, but maybe i'm ignorant.
you guys must have missed the 'i know it's not feasible or realistic, but if you could have it one way or the other' part. in an ideal world, what would you want?
i'm not exactly sure how much more the existing ai is capable of being improved upon, but according to most people it's been the biggest drawback of civ games for awhile now. i know it's not feasible or realistic, but if you could have it one way or the other, what would u prefer? new features...
u guys will think im bad for this, but when i play on emperor diff, i use cheat engine during the first five or so turns in order to pump out free units to put me on more of a lvl playing field with the ai. after that, it's a fair and fun challenge. the key is doing it right so u don't get...
yeah, okay. but do you get my point? i mean, the ai can't adjust the way a human can with extreme forward settling, and imo should be toned down for the sake of the ai's survival and in turn the player's experience.
it is out of control. i get the idea of 'cutting you off', or 'antagonizing you', but the ai's forward settling should be the same idea of what we do as humans. settle in the direction of the opponent, but don't be ridiculous about it and skip 15 tiles in order to do so - just settle in the...
i incidentally found out how to add additional wonders to the map generation. it's simple and self explanatory - it's in the maps.xml in the /data/gameplay folder if anyone's interested.
i'd imagine that if i hosted a game, those edits would have an affect on map generation. though if i joined a game, my files wouldn't have any affect at all. am i correct in that assumption - how does it work?
haven't played any mp games obviously.
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