Revision 950
- Add AI logic for building carriers and missile carriers
This is just a stupid check that builds a carrier every 4 air units and a missile carrier every 4 ICBM. This is just the production part, not the way the AI handle them. If you have a better idea or logic, please share so I can code it.45°38'N-13°47'E;13756411 said:Can you elaborate more on this? I always wanted to improve AI handling of carriers and missile carriers (do you mean submarines or destroyers/missile cruisers?), but I've never had enough time to look into it.
Yeah, I've just checked your changes and I've noticed. Well, it's not easy to find a proper strategy for that kind of units. I've thought about missile submarine for some time in the past, I'll post some suggestion as soon as I have more time.This is just a stupid check that builds a carrier every 4 air units and a missile carrier every 4 ICBM. This is just the production part, not the way the AI handle them. If you have a better idea or logic, please share so I can code it.
Revision 954
- Reverted some pathfinding changes. Should fix the weird strategic AI choices.
Regarding AI, maybe you could ask some people from c2c for advice;
Koshling - http://forums.civfanatics.com/member.php?u=208497
Thunderbrd - http://forums.civfanatics.com/member.php?u=175183
AIAndy - http://forums.civfanatics.com/member.php?u=211254
alberts2 - http://forums.civfanatics.com/member.php?u=233008
I hate to say it, but I am probably the most active developer on the forums with AI knowledge at the present time.
Koshling & AIAndy no longer mod civ4 as far as I am aware, alberts2 tends to be pretty absent as well, and Thunderbrd is a decent C++ developer but no expert on the AI.
I hate to say it, but I am probably the most active developer on the forums with AI knowledge at the present time.
<snip>.
Rev 958
Fossils
- Will spawn on maps at start and can be discovered by Mines
- Archeological Site (renamed to Dig Site) required to tap Fossils
- Provides +2 commerce to Museum (and reduced Ancient Relics to flat +2 commerce); double production speed of Theory of Evolution, Pleistocene Park, Dinosaur Park
- Private Maps updated to add Fossils and remove Sulphur references
Events
- Many events tweaked, especially enabling/obsoleting techs
- Some English event text strings changed to reflect underlying event changes
- Events that provide promotions require at least one unit of affected types
- Blessed Sea requires only cities on 100% of default civ numbers to complete (was 150%)
- Holy Mountain will not fail if barbarians control holy mountain plot
- Hurricane clarified; outcome determined wholly in Python, not split between Python/XML
- Harbormaster quest counts Caravels and Brigantines
- Classical Literature third reward can grant a Classical Era tech
- Several quests count unit types and upgrades
- Overwhelm Doctrine third bonus contingent on Manhattan Project, not First Nuclear Test
- Assassin Discovered/Spy Discovered third option always gives at least one unit and can be chosen regardless of number of cities; unit type chosen is best constructible from pool (Assassin: Axeman/Maceman/Musketman/Rifleman; Spy: Rifleman/Infantry/Early Tank/Tank)
- Nuclear Protest triggers off 10+ total A-Bomb, Doomsday, or Biological Warfare units and disbands all such units (right now, bugged to only disband half)
- Crossing the Rubicon requires any of Republic/Democracy/Federal/Senate; will change Rep/Dem/Fed to Monarchy and Senate to Nobility
- Civilization-specific events removed civ specification; most have other triggering requirements
- Generals Putsch changes Government civic to Despotism
- Carnation Revolution changes Government civic to Democracy
- Taliban produces Modern Infantry and Anti-Tank
- Cure for Cancer, Darwin's Voyage, Greek Fire, Fiat Money, More Fiat Money, Large Recession, National Anthem events disabled (clash with other mechanics)
Civics
- New civics: Mercenaries (Military, requires Horseback Riding), Mobilization (Military, requires Grand War), Single Party (Rule, requires Fascist), Personality Cult (Religion, requires Propaganda)
- Shuffled civics in list: Senate, Bourgeois, Intolerant, Pacifism
Other
- Added missing <TerrainMakesValids> for Cottage-line improvements
- Reduce Biplane intercept to 15%