Zebra 9
Emperor
Sounds awsome!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
lol same thing happen to me except I started on wheat and had 3 other food resources in my fat cross, If i moved my settler Iand settled in any direction I'd lose at least 1 of my 2 fish. Starting location was best and fish gave me more of a food surplus then wheat... before biology anywayz.Robo Kai said:If there's something new I noticed about this special patch (or maybe it was 2.08), it's:
1. Special resources are more prevalent in all maps. (I tried a few.)
2. Your first settler can actually start on top of a resource! (Well, I had it happen only once, see screenshot for details.)
Blake said:Dont let it be known that ally ou have to do is use the puppy dog eyes and I melt and go implement the requested feature, but I will indeed be programming in an AI cultural victory.
With luck I'll have one of my AI's win a culture victory before I win a culture victory (yep, I've never won one, not outside of a SG anyway).
phungus420 said:Reading the posts respsonding to mine regarding agression. I see that its bothering people that in order to play the higher levels you have to be militarily agressive. Thing is, you have to be an agressive builder as well. You also have to make damn sure you're spreading your religion, really on the higher levels you have to focus on many aspects at once. I think it's more that "buider" type players notice more when thier civ gets destroyed when they've neglected the military. True, you need to invade your neighbor on Emporer, but you also better be damn sure you're building those libraries and spreading religion in your cities. That's the way it goes.
mnf said:Tried out the 1.61 one (11-07 build) since I don't have Warlords yet.
Two problems. First the background.
I put AI city under siege (choking strategy with my archer). All AI units are in the city, there are no roads or any improvements since I choked it early.
Problem one: I order my new, shining axeman to go join my choking archer. The route includes three turns movement within AI cultural border. The axeman stops just outside AI border. I order it to go direct to the choking position, but it stops every turn and I have to advance it manually.
Problem two: worker working on a plot that is just outside the AI border but within my border. The AI has no units whatsoever outside its city, which is four tiles away. The worker stops every turn, even though he is under no danger.
I'll probably post a somewhat experimental build tommorow with combat AI improvement and maybe some cultural victory stuff. Beta testing is certainly useful and I greatly appreciate detailed feedback.phungus420 said:Question for blake, any idea on when the AI improvements that get the AI to go for varied victories will be out? Anything I could help on, beta testing or what not? I honestly have no problem with running 18 player games, with spys in all the AI cities and me doing nothing just to see what happens.
The crash is known and is fixed for the next build. Thanks anyway.Quagga said:Not sure where to post about problems with the BetterAI mod. I have a problem with crash-to-desktop. The attached save file crashes for me reliably on the next turn. Remove the CvGameCoreDLL.dll from CustomAssets and it plays through. This was using the BetterAI version 06-11-07.
The Warlords 2.08 AI will gleefully lay great tracts of farmland for no good reason whatsoever, I deleted the old irrigation code (because it's horrible) but unfortunately it made it back inskankerm said:Blake, I have been playing with your AI for a good bit and its very good so far, but there is a couple things I've noticed about the workers. When you discover civil service they love to destroy towns to make them farms even if growing the city more wouldn't help too much this happens on place without floodplains or grasslands(some fishies and/or cows pigs), but it doesn't do it on true good comerce places with grasslands floodplains, ect.
I can't really think of a good solution to that... it is difficult to tell the difference between a long route which needs to be roaded and a genuinely convulted route which just shouldn't be made.... there are some things I could try but they might introduce new problems... what I am pretty sure of is that the workers would've found a way around japan, even if it was something really daft like going around the back.The other is when i was playing a highlands map. I was on one side of a lake and eventually colonized the other side. My workers eventually tried to make a road going all the way around the lake through two civs, Aztecs I had an open border with the other Japan, hah no chance. Now I didn't have the japan territory explored but there was no way for my workers to make it around when I went to the worldbuilder. Now I dunno if they would still do this if I had the area explored but it was funny trying to find all my workers when they were in a line making a super road through half the map. And all my new workers would try to do the same thing so I had to automate closest city.
Blake said:Hmmm these are to do with making the AI workers more respectful of enemy territory (where cunning evil lurks), I'll probably relax this for human players since the AI is far less likely to form a cunning ambush.