Thank you thank you thank you Koshling.
Now AI is very dangerous with huge stacks of death.... by the way i lost Thebes
1) Hunter units on auto hunt should not be exploring goody huts.
also are they still Suicidal with Terrain damage?
i've had that issue they would just Wander into the Desert go ouch ouch walk back out Heal and walk back into Terrain damage and then Repeat at infinitum
doesn't mean the Exact same spot but usually they go like Ok i am healed Back into Danger >.>
3) They gain a promotion, in which case they are very likely to choose the relevant terrain damage immunity
Koshling, if you want to improve the AI on Terrain damage, I'd be happy to help you!
- I think the AI should be more foresighted. If there is a big desert to cross to get to a fertile new land (or it's enemy), the AI should promote a few units with the correct promotion, send them along with workers in the desert and should build some forts on the way (and defend them).
- Same if the AI want to siege a city in the desert. They don't need to promote all their units with terrain immunity, but a fort close to that city would be really helpfull.
While writing this, I recognized that it isn't really about terrain damage but more on the advantages of Forts.
Do you want to adress this next or is there something more pressing (beside bugfixes and crash fixes) like the "AI and SoD" or "AI and using ships as shortcut (Carthago to Italy or Denmark to Sweden for example)" things?
After a certain point in time, say 1100BC - a hunter + an atalist is not sufficient to defend a leveled up great commander. Its far too risky to go roaming around with him like this when horseman and other dangerous units are out. This is especially true if the AI has neighbours in close proximity. A leveled up great commander should be valued very highly, its as valuable as like a key position city for example.
A bit Off topic, but why is the AI falling behind in the techrace? I'm in the early industrial era right now and there were no wars for over 100 or 200 turns. But the AI seems to fall behind. Take them 15-25 turns to research a new tech, while I need ~9 turns per tech. Eventhough they have almost twice as much cities than I have!
A bit Off topic, but why is the AI falling behind in the techrace? I'm in the early industrial era right now and there were no wars for over 100 or 200 turns. But the AI seems to fall behind. Take them 15-25 turns to research a new tech, while I need ~9 turns per tech. Even though they have almost twice as much cities than I have!
How do I turn on/look at the BBAI Log?
SO, when it depends on the Civics, the question is, WHY does the AI choose those civics?
How do I turn on/look at the BBAI Log?
SO, when it depends on the Civics, the question is, WHY does the AI choose those civics?
It does so by who is the neighbor, are they at war, is the closest neighbor getting troops near their border, it has alot to contend with, so it picks the most drastic one, is all i am "guessing"
Locust units have a NotUnitAI of UNITAI_ATTACK_CITY so they are not allowed to attack cities. I just lost a city to 6 locusts!