Littlebob86
Prince
- Joined
- Oct 24, 2016
- Messages
- 332
Will you be releasing this on steam?? (sorry if it's already been mentioned)
Yep, I'll do a steam release, more convenient and not everyone is on civfanatics.
So, it does seem like they did something on dll side. I was just watching an AI+ game where Germany successfully took out America on turn 15 (online speed) with a warrior rush,then proceeded to take 2 city states before turn 40 and hit industrial in 1300 AD. The kicker? This was on KING!
That's not your average game of course, but still shows how scary the AI can get sometimes
The aircraft compatibility issue is fixed now, but unless I'm mistaken it seems the new aircraft change doesn't really affect the fighter type aircraft. Has anyone seen fighters be used appropriately since the patch?
So did Germany get anywhere near to a domination victory?
I wonder if it is related to low amenities? (AI refusing to add new cities to empire if negative; similar to settling behavior)
I'm pretty sure it's that it perceives its units as too weak to attack the city, thinking it will have massive losses. The stalemate sometimes ends when a new unit type shows up.
I'm pretty sure it's that it perceives its units as too weak to attack the city, thinking it will have massive losses. The stalemate sometimes ends when a new unit type shows up.
But how can it be that AI doesn't see relative power?
I mean, if a city has zero defense, zero counterpower - then even a warrior can take it with little loss...
Is it a bug or simple something that is forgotten to be coded...?
That and a city's ability to heal seem to influence ai attacks. If it can't siege and the strength level isn't much higher than the city, ai tends to avoid attacking with melee.
When ai has sieged cities in my games, that's when conquest tends to occur.
.For a city to be sieged, all available surrounding tiles need to be within uncontested enemy zone of control.
So, if a city has open tiles all around it, three units exercising zoc could be setup to initiate siege. The ai is usually competent about setting this up in multiple instances.
This would also mean that a city with a garrisoned unit exerting zoc could not be sieged, but I'm not entirely sure. Considering that one ranged promotion is the ability to exert zoc, it would makesense
Would it be possible to find the variable that controls the willingness to attack cities that are not sieged? Or is that a code change that would require the DLL?
One thing I've noted is that AI's will not settle new cities if they are currently attempting to take over another city. Ex: In one game i was in a declared friendship with Sumeria. Sumeria was also attacking a city-state I was allied with, so I protected the city-state by placing troops directly next to the city center. There are only three open spots, which my troops occupy - the rest are mountains. For the last 50 turns, Sumeria has been attacking the city-state with a crossbow and doing nothing else. No new cities have been settled. No new attacks have been commenced.
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I'll probably release v10 tomorrow, but it seems like the steam version will have to wait a few weeks...
Changes are:
- Made compatible with the Australia patch, including the new aircraft behavior
- Removed all game changing effects as they weren't necessary anymore
- Removed some settling behavior tweaks that were now decreasing performance
- Some parameter tuning, among which increased aircraft and campus desires.