Elhoim
Iron Tower Studio Dev
Besides, less but more powerful units benifit performance. It´s not the same to calculate moves for 10 units than for 20.
Is something out of whack with barbs now? Are AI civs not able to defend themselves against barbs as well as before? I have found the barbs to be a little brainer, or at least I think so, and they can often eff you up if you aren't ready for them.
It seems like the new focus on defense by the barbs is preventing any AI player from taking barb territory.
If you play the AI at Emperor or Immortal, its techs are so far ahead of you that its old units are the units that you hope to be getting soon. Figuring out how to keep up with the AI's techs past a few hundred BC is one of the major difficulties at higher levels.I haven't played a full game with the latest betterAI mod and I don't think I will install the new handicaps. Especially not if they result in this kind of AI behaviour. You don't want AI's building new units while they don't upgrade their old units. 20 units not of the latest technology will do a bad job defending a city compared to 10 units of the latest technology level and they will cost a lot of money in upkeep.
I've also noticed that the average teching dates have moved back. At the same difficulty level, it wasnt uncommon to see units/techs appearing well before their historical times. The Space Race was occasionally happening in the 1930's or earlier.
Hmm, the AIs struggling with Barbarian cities is something I've witnessed too. I think what might be happening with the AI is that it's capacity to defend is far outweighing its capacity to attack. This is reflected in the hordes of units in each city and in the general 'peacefulness' of many of the AIs...since they cant get a clear advantage over another Civ's military, they wont attack (and the arms race continues).
Short version: Download the dll and be happy(and be smashed by the improved AI)
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Only the DLL or do i have to fix the other file also?
Thanxs in advance.
Maybe Elhoim didn't know that Blake just (as of Saturday) released his version of CIV4HandicapInfo.xml in addition to his CvGameCore.dll. I would also appreciate some simple instructions in Blake's first post reminding folks what each one does.
My guess is that you can use either or both, as you please. I think the two files are independent of each other. The DLL gives you the improved AI, and the XML changes the handicaps.
What handicaps you talking about exactly?
Some info in the first post will help a great deal definatelly.
I believe this is a circular argument. i.e., the AI has cheap upgrades, therefore it's cheaper for it to upgrade.I haven't played a full game with the latest betterAI mod and I don't think I will install the new handicaps. Especially not if they result in this kind of AI behaviour....
Also upgrading old units is cheaper for the AI as building new ones. One costs gold and the other hammers, but the conversion factor of gold into hammers for upgrading is very good for the AI. Upgrading is cheap for the AI and a really attractive way to get strong up to date units.
Under the new BetterAI handicap rules, the choise is a bit different again for the AI. The costs of building a rifleman is 99 hammers again. The cost of upgrading is 50% of 90% of 205 gold = 92 gold. Again, I do not think that the AI should consider rebuilding in this case. In civ4, it's far easier to get gold than it is to get hammers and therefore most players would think that 99 hammers are worth far more than 92 gold.
Most people also agree that the discount on upgrading at the highest levels of difficulty is a bit over the top.
If you play the AI at Emperor or Immortal, its techs are so far ahead of you that its old units are the units that you hope to be getting soon. Figuring out how to keep up with the AI's techs past a few hundred BC is one of the major difficulties at higher levels.
HardCoder said:I don't think it's reasonable for the AI to be upgrading huge numbers of units en masse at Prince or Noble. With old AI there was a stack of 3-4 new units at 1500-500 BC that you could take out with a rush of a previous generation of units. If you have to take out a stack of 10 new units ... where are you going to get 25 units from? How are you going to pay for them? That takes away the option to attack a neighbor who's more than a few tiles away from you.
HardCoder said:I personally think it's much more realistic to be attacking garrisons of mixed units.
Pls someone be kind enough to explain this mod to me and if i have to use both files or only one (The dll and the other xml one)
Im srry but i just dont have the time to go tru 50 + pages of interaction and conversation at this time.
Thanxs a bunch.
About the "new handicaps" - they might have put the difficulty levels back where they belong/used to be. It was getting pretty boring finding garrisons of 10 longbows a few turns after an opponent got feudalism. Now, I'm still seeing garrisons of up to 20, but they're not the latest and greatest.
On this topic, there's no "list" of things to build - the governor only looks at the characteristics of a building. I can tell the governor to build domain-land exp buildings providing at least 3 exp and to only build domain-sea exp buildings if they provide at least 5 exp. I can't say "Build barracks and don't build Drydocks" because the concept of Barracks and Drydocks does not exist in the AI code - that's why it works well with mods.Could you please remove the drydock (or whatever it is called) from the list of govenor buildings to build.
Could you add in bunker and jail if the city can build them quickly (say less then 5 turns)
Are you considering adding in Fort AI?
The AI has always had some trouble against barbs at Prince and lower - I've actually seen barbs eliminate civs on Monarch as well. The possibility of AI's being stunted and even destroyed by barbs is nothing new.How the heck does this happen? Is something out of whack with barbs now? Are AI civs not able to defend themselves against barbs as well as before? I have found the barbs to be a little brainer, or at least I think so, and they can often eff you up if you aren't ready for them.
So it´s confirmed that there is a bug with bombarding? Any news on a fix? At least a quick one?
It's worth noting that Defending is pretty easy in CIV - in multiplayer it's generally easier to defend than attack. In order for there to be dynamic wars some AI's basically have to play the role of noobs - they'd have to almost deliberately leave themselves open to attack. Then people would complain the AI isn't defending itself properlyAgain, this is fine line to tread. I believe people want the AI to defend competently, but it seems to be at the expense of the AIs being able to attack each other. AI to AI wars were never extremely common IMO, but they used to happen with more frequency than with the latest builds. Part of that is probably also the 'distance' code and part is the lack of ability to take ground in the face of myriad defenders.
I've also noticed that the average teching dates have moved back. At the same difficulty level, it wasnt uncommon to see units/techs appearing well before their historical times. The Space Race was occasionally happening in the 1930's or earlier. With the latest builds concentrating on military units, I've seen 2 TIME victories now (something I had never seen before) and Space Races are a true race against time. The added unit building and the maintenance drag are the forces at work here.
Part of me thinks that a good thing, but on the other hand the game is a little less dynamic now. As I said above, some effort to rein in the unit spamming would be good IMO and from there we could evalutate the AIs performance in other areas a little easier.
Hmmm. This is something which bothers me too. I think I'll implement "no tile shuffle" for human players and possibly amend the algorithm for the AI's. The Human will probably always open the new city window and adjust the tiles as needed so why make them do it for multiple cities?jray said:I'm not sure if this is the appropriate forum for such a request, but I'm guessing that Better AI could address it.
I always dread squeezing in a new city among existing mature ones because it usually steals tiles from surrounding cities, usually to the detriment of all cities involved. I have to go visit each of them, claim the tiles back, and try to restore everyone's citizens back to normal. I ALMOST NEVER want these new cities to steal any tiles. Why in the world does Civ4 do this by default?
So, I'd love to have a new tile-assignment algorithm that only offers unused tiles to new cities.
It seems that you prefer the AI to be stupid about upgrading its troops so that you can capture its cities with obsolete units. I believe the goal of this mod is to improve the AI to let it offer the maximum level of resistance and even try to go for a victory condition to a certain extend. It should play as optimal as possible while keeping a personal flavor. It shouldn't enable you to capture cities if it could defend those by playing smarter.
If immortal level bonusses with a smart AI would cause you to be unable to capture cities, then there are two things you can do. You could give the AI lower bonusses or you could make the AI more stupid about defending its cities. My preference is to give the AI lower bonusses, for instance by playing at a lower level or adjusting the handicaps of the difficulty levels (really doesn't make a difference how you lower the bonusses).
Realistic? Where in history was a city defended by warriors, archers, longbowmen, riflemen and infantry of the same nation? What exactly is realistic about that. This was by the way a major complaint in civ3, people disliked the fact that the AI didn't upgrade its troops so that they would encounter pikemen next to infantry.