1.20 beta

I agree, the wonder that one can enter a golden age when player with the same religion enter should also be modified then.

Good call, will adjust that too.

That's not how it usually works out as of 1.19, though. I've found that nearly all the non-Tactical AIs in my games switch to Clan Warfare as soon as they hit Riding (which they usually beeline), and then stick with it until they get Warrior Code with Chivalry.

I'll look into it. I don't recall if gave Clan Warfare some AI weight or not. If I did I should lower or remove it. The AI doesn't value Militia very highly, but I definitely don't want Clan Warfare being the default AI choice over Mercenaries or Vassalage (unless it's their favourite). It may get redesigned anyway.
 
Clan warfare is useless for human players most of the time, but the most anoying when AI adopt it, 2 unhappiness is terrible, especially when you are not prepared for the war
 
2 is terrible?
How about 4 or 6 when one of them with vassals declare war on you and all of them practise clan warfare :D
 
2 is terrible?
How about 4 or 6 when one of them with vassals declare war on you and all of them practise clan warfare :D
2 unhappiness is terrible when you are only at classical age, in the late game, health become the major problem most of the time.
 
Back at home and so is my computer, all fixed. I'll start working on finishing and fixing things once the kids are in bed.

Clan warfare is useless for human players most of the time, but the most anoying when AI adopt it, 2 unhappiness is terrible, especially when you are not prepared for the war

2 is terrible?
How about 4 or 6 when one of them with vassals declare war on you and all of them practise clan warfare :D

2 unhappiness is terrible when you are only at classical age, in the late game, health become the major problem most of the time.

It was an experimental civic to say the least. The old version was better (with no war weariness), one option is to restore that and redesign Mercenaries instead. How does everyone feel about that civic? Useful? Anyone seen the AI use it much?
 
It was an experimental civic to say the least. The old version was better (with no war weariness), one option is to restore that and redesign Mercenaries instead. How does everyone feel about that civic? Useful? Anyone seen the AI use it much?
AI use this civic very often, they just adopt it as soon as possible and finally give it up until standing army is available. Almost useless for human players though. Mecenaries is just a temporary choice when you need to upgrade the unit, change to another at once when upgrading is finished
 
Dunno what mercenaries used to do.
But keep this in mind when designing.
Doable:
Xtra xp to new units built based on gold treasury.
Earns gold for every unit killed in combat.
More expensive unit cost

Don't design any more that need change of civic check
 
The old version was better (with no war weariness), one option is to restore that and redesign Mercenaries instead. How does everyone feel about that civic? Useful? Anyone seen the AI use it much?
Mercenaries is definitely a niche civic. I very occasionally see the AI switch to it if they're suffering a lot of war weariness, but that's pretty much the only time.

In my own case, I generally only use it when I'm about to wipe out a pre-Warrior Code AI and want to use a spy to flip them out of Clan Warfare and avoid the permanent 2 :mad: penalty.
 
I agree, the wonder that one can enter a golden age when player with the same religion enter should also be modified then.


One downside to reductions: at fastest game speeds, which I often play, GAs would be reduced to a single turn, which is a bit depressing. But yes, as Humane Civ at slower speeds you can generate many many GAs-- especially via Great Generals, if you also have built Brandenburg Gate, etc.
 
Mercenaries is definitely a niche civic. I very occasionally see the AI switch to it if they're suffering a lot of war weariness, but that's pretty much the only time.

In my own case, I generally only use it when I'm about to wipe out a pre-Warrior Code AI and want to use a spy to flip them out of Clan Warfare and avoid the permanent 2 :mad: penalty.

On my current game the 2 permanent unhappiness disturb me so much that I decide to turn on the world builder to make peace with this player 1 turn before it is destroyed by the AI
 
English Man of War is bugged. It either crashed the game or the graphic is undrawable -- I see a big sheet of white paper swinging back and forth across the map.

Note: I later went in and removed your art and replaced it with my version of the Man of War .nif and .kfm and now it seems to work fine. I am thinking there is a mistake in one of the file names -- i hope this helps.
 
To make the longbowman more useful, I think it is important to raise its collateral damage limit(now 50% for trebuchet, maybe 70% for longbowman is a good choice), for trebuchet is so strong and it's technology requirement is nearly as same as longbowman
 
Don't design any more that need change of civic check

I won't :P

AI use this civic very often, they just adopt it as soon as possible and finally give it up until standing army is available. Almost useless for human players though. Mecenaries is just a temporary choice when you need to upgrade the unit, change to another at once when upgrading is finished

Mercenaries is definitely a niche civic. I very occasionally see the AI switch to it if they're suffering a lot of war weariness, but that's pretty much the only time.

In my own case, I generally only use it when I'm about to wipe out a pre-Warrior Code AI and want to use a spy to flip them out of Clan Warfare and avoid the permanent 2 :mad: penalty.

On my current game the 2 permanent unhappiness disturb me so much that I decide to turn on the world builder to make peace with this player 1 turn before it is destroyed by the AI

I'll experiment with both civics and see what I can come up with. Interesting that myclan is seeing the AI using Mercenaries a lot while Nightstar is seeing the AI use Clan Warfare a lot.

One downside to reductions: at fastest game speeds, which I often play, GAs would be reduced to a single turn, which is a bit depressing. But yes, as Humane Civ at slower speeds you can generate many many GAs-- especially via Great Generals, if you also have built Brandenburg Gate, etc.

That's an important factor to consider too.

English Man of War is bugged. It either crashed the game or the graphic is undrawable -- I see a big sheet of white paper swinging back and forth across the map.

Note: I later went in and removed your art and replaced it with my version of the Man of War .nif and .kfm and now it seems to work fine. I am thinking there is a mistake in one of the file names -- i hope this helps.

Strange, it's working fine in game for me. The unit art is straight out of Colonization, no alterations by me. Where is your version from?

To make the longbowman more useful, I think it is important to raise its collateral damage limit(now 50% for trebuchet, maybe 70% for longbowman is a good choice), for trebuchet is so strong and it's technology requirement is nearly as same as longbowman

Trebuchets are also more expensive to build*, don't have access to many promotions, don't receive defensive bonuses, and can only do 50% damage to their main target (longbowmen can do 100%). That said, I'm still trying to refine the niche for Skirmishers and Longbowmen (and eventually Grenadiers).

* I'm considering lowering Prime Timber's production bonus for Siege and Naval units to 10 or 20%
 
I'm sorry that I haven't state clearly, I see AI use clan warfare a lot too.
 
I am unsure where my version of Man of Wars comes from? Perhaps some other players could try and take a look at the Man of War in the game, either in play or through the civilopedia?

I simply uncompressed the file and ran it and had the problem, but it is possible that it was corrupted slightly on my end.
 
3) Pillage Immunity Trait:
A) Should allow pillaging own improvements which I enabled.
B) Pollution check screwed. For instance, pillaging village removes pollution, but then due to the trait, village is added back without pollution.
C) When leader also has Faster Growth Trait, screwed again because improvement added back with default timing.

I've retested these and they work fine. onImprovementBuilt is called automatically, by setImprovementType() I presume. I reworked the code a bit though, to allow for easier changes or additions in the future. I did find an error where pillaging towns was creating pollution-free villages but I'm not sure if that was from before my changes or after. Anyway, now fixed.

EDIT: Also found an error in the Public Transport code, it was only detecting improvements to the west of the city (an iX that should have been iY).
 
I am unsure where my version of Man of Wars comes from? Perhaps some other players could try and take a look at the Man of War in the game, either in play or through the civilopedia?

I simply uncompressed the file and ran it and had the problem, but it is possible that it was corrupted slightly on my end.

Send it to me if you could, I'll compare them. Does it come with its own animations or does it use the animations of one of the BTS ships?
 
Nothing for me to do atm lol, since xyth gonna redesign some anyway, no point fixing
 
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