another thing you'll notice is the game gets slower as the eras progress mostly because there are more cities and units for the ai to manage. Because this mod is better at making the ai settle and grow you may be experiencing lag because there are more cities earlier than your used to.
Holy cow!!! Your awesome and.... how does something that friggen huge get missed! Actually on a serious not should some of this be posted in the bugs forum to help out the devs for future patches?
So... talking about overly ambitious projects then... :)
this is the checklist of things that I've started to edit for myself... And I'm working on changing things over to be more % based rather than +x based, and I've got some ideas on how to do comabt units like what you where describing...
So this is exactly the type of overambitious project that I would love to see come to fruition as the skeleton of the game is fantastic but it needs a lot of extra meat on it. I'd love to help although to be honest my coding is limited and my UI/Art is non existent. If you just looking for...
To follow up on the ai building units and dead end techs... in another thread it was discovered that if you make archery a prerequisite and not a deadend suddenly the ai will upgrade it's slingers... you may want to consider making all military techs prerequisites to something.
Additionally is...
Hmm do you have the code to change those prerequisites? And I'm playing with 200% - 350% tech costs (scales by era), and less tech per pop, and 75% production costs... this stretches out eras and gets more units built. I like how it plays.
Well then Civ 6 ICS exploit is about have a 1 pop city that was just founded starting with 70 cogs due to overlap from neighboring factories. You don't even care about the worker you care about the overlap... then that city builds another factory and gives the neighboring 4-6 cities another +3...
On the builder charge exploit... I'm not too concerned with that as each builder you make causes the next builder to cost more cogs... so I'm not convinced that that exploit is all that bad... the rest though yeah no way I'm playing multiplayer until some of this is fixed.
ICS is really strong especially with the overlap from industrial zones/factories. I space all my cities as closely as possible while still being on fresh water... and then fill in any non freshwater gaps later. It's easy to get 150-200 production on all your cities with even brand new cities...
You know that's not a bad Idea... make archers the first early game support unit (like baloons and medics) that can stack with your warriors and then either give a -5 strength to neighboring enemies (like India's UU) or a +5-10 strenght to the stacked unit liek they where sitting in a fort
Posted this in Delnars AI mod as well but wanted to give some feed back:
So I too am playing a heavily modded game and am using the mix of the 2 AI mods... but I wanted to give some feedback as well. While the difficulty isn't dramatically harder(better) it is in fact better. I've had the AI...
So I too am playing a heavily modded game and am using the mix of the 2 AI mods... but I wanted to give some feedback as well. While the difficulty isn't dramatically harder(better) it is in fact better. I've had the AI actually kill a number of my units in the first war. (Rather then just...
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