Recent content by vmsbass

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    Diplomacy across ocean before the Renaissance

    :cringe: My mistake. They got their panties in a bunch because I declared war on someone with whom I signed a declaration of friendship. Closely worded reasons. Sorry everyone :cringe:
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    Diplomacy across ocean before the Renaissance

    Possible, but unlikely. They only recently entered the Middle Ages, so they couldn't have gotten too far into the Commerce Social Policy (the one that gives a free Great Admiral). And they were never at war with France to build up Great Admiral points. I destroyed their navy, but that...
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    Diplomacy across ocean before the Renaissance

    Map has two continents plus a few islands. I am on one continent with two other civs (France and Persia), and the remaining seven civs are across the sea. No civ has reached the Renaissance yet. Since I do a lot of naval warfare (playing Byzantium), I have a Great Admiral, who can travel...
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    Battle Odds

    Thanks for the replies and link to that thread. Question answered :D
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    Battle Odds

    I guess I am missing something, because the numbers don't seem to stack up. Allow me to explain: I am defending with a Keshik with +10% Str and +25% vs Melee promotions against a Spearman with +10% Str and +20% Hill Def. So, the numbers as I see it are: Spearman: 4 * 1.10 (Str) * 2 (vs...
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    Limiting the number of cities AI can build.

    Well, I was thinking more along the lines of something like each Civ having a five city limit or something like that. I hate controlling too many cities, and I do not like the AI that controls them for you. But it seems like if I don't fill every last available spot, the AI will. One of the...
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    Limiting the number of cities AI can build.

    Is there any way to stop the AI from breeding cities like rabbits? I am familiar enough with the xml to do some handy work if anyone can point me in the right direction (or knows of a mod that does this). Thanks in advance :D
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    Here's a little story.

    Earlier today I tried to log into my account, which I had not logged into in over a year. Well, I forgot my password. So, I guessed at it, but was getting close to locking out my account with incorrect answers. I decided to try to just reset it. Only, the image verification system being used for...
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    How to make AI ALWAYS raze a city?

    For anyone looking to do the same, you may receive a syntax error if you just cut and paste the code I gave, since the html of the forums 'flattens' the code, whereas in the SDK it is 'layered'. Just manually cut out all that I did to achieve the same results.
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    How to make AI ALWAYS raze a city?

    My problem was an incorrect use of SDK modding. So, now that I got the CodeBlocks SDK program working, the following modification to the original code does the trick:
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    How to make AI ALWAYS raze a city?

    If anyone knows how to adjust the decrease in population that results from capturing a city, that should be all it takes. Normally, capturing a city decreases its population by 1. If that could be increased to some ridiculous number (e.g. 50), then any city would automatically be destroyed after...
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    How to make AI ALWAYS raze a city?

    iRazeCityProb is just a %, so going over 100 should not matter. Even so, I tried it and it didnt work. The code that I printed seems to be pointing out conditions that need to be met for the AI to indeed raze a city. If you look in there, you will note when the <iRazeCityProb> factors in...
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    How to make AI ALWAYS raze a city?

    I found this in the CvPlayerAI.ccp file of the SDK: The bold 'true' I changed from false, but it didn't matter. Any idea if I am in the right area and if so what exactly I need to do?
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    How to make AI ALWAYS raze a city?

    I have seen many many posts asking how to stop the AI from razing cities, but I have not seen anything about how to always make them raze a captured city. I know about the <iRazeCityProb> code in the LeaderHeadInfos, but it seems that even with this set to 100, they still will not always raze a...
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    [BtS MODCOMP] Enhanced Tech Conquest

    I am noticing that certain Flavors are always selected first when determining which techs to award for conquest. I have done repeated tests and Religion is always selected ahead of the others, with Gold being the next n line. Is there some way to make this truly random? Also, I have the...
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