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Traveler of the Multiverse
In general Civ4's AI understands xml changes. Unless you do something reeeeeally stupid, it will work. Simply put: whatever xml changes worked in your own mod should work in AdvCiv too
Thanks!Hello, amazing works, wonderful documentation !
I don't think that's it. When I conquer a city that is blockaded by a war ally, the blockaded tiles aren't even visible to me. A savegame would obviously be helpful; or I'll probably come across the issue myself someday.Sometimes blockades aren't cleared off tiles. Annoying.
I have no idea what causes it. Possibly capturing a city that is being blockaded by a 3rd civ (who you are at peace with?).
Does yesterday's update help? There was one error in my code that had only occurred with the final-release DLL (fully optimized for speed) and not with the debug DLL that I use for testing. So the problem was probably worse than I realized, but might finally be -mostly- fixed now (probably not 100%).I have something annoying with diplomacy : AI players don't stop spamming me with "oh no, we don't want this trade any more" but if I renegociate immediatly after that and ask them what do they want for the good, they aks me exactly the same trade they just broke !
i have not seen any spam from the ai with my latest dll (updated with all-my current ver): AI players don't stop spamming me with "oh no, we don't want this trade any more" but if I renegociate immediatly after that and ask them what do they want for the good, they aks me exactly the same trade they just broke !
I've refreshed my memory about the terrain and feature proportions generated by the PerfectMongoose (PM) script. I'm attaching two sample maps; just the first two I got with my current version of PM (I don't think it has changed since AdvCiv 0.96). I suppose yours look similar?Also, I have try nearly 12 or 15 regenerate map with moongose, and always end with a very very arid world with less then 10% grassland, little forest, and very huge plains and deserts. Is it normal ? It seem quite difficult to grow nice cities with that, and the good areas are so rares that even for starting position some player has a really poor area with no chance to compete. It seem I can't choice the aridity of the map, so I don't know : is it intented ?
Does yesterday's update help?
I suppose yours look similar?
I'm not sure if grassland should generally be much more common than plains
I'm attaching a screenshot from one of the savegames you sent me. I'd argue that Tokugawa didn't have any good options here – apart from the Horse, all the good resources are blocked by Jungle. Researching Horseback Riding, which takes forever, is pretty disastrous though. He really needs Iron Working and doesn't even have Mysticism yet for border expansion. (In case anyone wonders about the Salt resources and graphics – it's keldath's Dawn of the Overlords mod - based on AdvCiv.)Im also playing, mp game.
I had seen ai is having issues with bad city locations ans slow development growth.
If that's based on the game with just Tokugawa on your continent, then I'm not surprised.i have not seen any spam from the ai with my latest dll (updated with all-my current ver)
Well, Tokugawa is a notorious isolationist who won't trade anything unless Pleased and therefore doesn't ever become Pleased. (Unless you've already modified his XML values.) I have incomplete notes for a (discreet) overhaul of the AI personalities. My notes for Tokugawa are these:So, how do you think i should tweak xml for improving the ai such as japan here?
Do you think the tech costs are too high on mine?
Oh, why no surprise? Suggestions on how to increase?
Basically, the terrain generator picks the x driest plots and sets the terrain to desert. So there shouldn't be much variation in the total number of desert tiles. I did add a clause to prevent deserts in very cold climates (better represented as tundra or snow imo); that could lead to some variation, but the desert ratio among land tiles should still never exceed 20%. At least it's not supposed to happen.Yes, it is similar, but often deserts are bigger
Sure. This may not be a highly accurate map, but I think it gets the point across: slideplayer.com/slide/9449674/....jpgThe fact is I found this world seem have already suffer from global warming lol
In -4000 BC, prehistorical world, grassland should be nearly all forested because the only areas were there is not forests are lacking something : rainfall, solar radiation, and/or temperature.
I don't suppose there's one correct way to decide which soil types should be represented as grassland or as plains. I'll attach two more screenshots, both after 200 turns on Normal speed, one game on a PM map, the other on Fractal. I don't see a pronounced difference in the distribution of city sizes – I guess because the AI mostly avoids settling in the middle of the "brown" areas. In terms of realism, that's fine with me; Kazakhstan and Mongolia are sparsely populated to this day. As for gameplay, the PM screenshot suggests to me that you're right about terrain being a major source of unfairness. If Charlemagne had decent terrain to his east, he'd be able to compete. The coastline still looks like the bigger factor as it gives Suryavarman exclusive access to the northwestern portion of the map (at the expense of Tokugawa and Charlemagne). The terrain frequencies can be tweaked (and I intend to do so) and hopefully the shapes of the continents can be made more convex, but large clusters of similar terrain will remain (as they should imo), so it's hard to say if this can become a well-balanced map. Arguably, the algorithm that selects the starting locations would have to be smarter. As it is, it may only be suitable for role-playing and the Rise & Fall game option.Maybe the percentage of grassland is correct, but the result seems not because of the scale of cities as one Civ city cover the area of a small country. And also a very big "detail" : in real world we can export food wich make possible town in middle of nowhere like dubaï..
Not sure about Barbarian cities. The low appearance rate of Barbarian units is probably also due to the map (fairly small starting continents – not much unowned land left by the time the Barbarians get going), but I've also noticed some artifacts from rounding in my code that could have a significant impact when continents are small. Fixing that could result in up to twice as many Barbarians.and how about the low bards?
Perhaps it's even still the same code that generates the landmasses (for almost all maps). I've been wondering about that; the code in CvFractal.cpp looks ancient – much more efficient than it would have to be for this millennium's hardware.archipelago - that the only map ill play
since civ2.
No dice. Apparently the same code in the EXE that prevents loading saves from other mods also enforces the "lock assets" option. And there seems to be some (subtle?) difference between your assets and AdvCiv 0.96 (and 0.96b/c). Well, like you said, with the lingering blockade already in place for some time, there probably wouldn't be much to see (and no debugger). Though if you do have screenshot ...Should load right to the correct city. - Nagara Jayasri - assuming you can get it to load at all.
That's just fine. Thanks for the update.Hello, sorry to have not replied in awhile!
In my (limited) experience, an Archer rush only happens at very close quarters with a warlike AI leader. So it shouldn't be that unpredictable and, with the default player counts, it probably shouldn't happen at all. "Should" ... Any details about the circumstances in your games?On another note, have you considered nerfing the early AI archer rush? It doesn't happen a lot, but it is very annoying. The AI can immediately start building huge stacks of archers. The only defense is to rush to archery or pray you have copper nearby. Of course, you never know if this is going to be needed or not because sometimes they build the stacks but don't attack.
That's just fine. Thanks for the update.In my (limited) experience, an Archer rush only happens at very close quarters with a warlike AI leader. So it shouldn't be that unpredictable and, with the default player counts, it probably shouldn't happen at all. "Should" ... Any details about the circumstances in your games?
By the way, I do intend to respond to all (or at least most) of the observations you've sent me in our private conversation.