Taxman66
King
How about assigning negative traits to the player at higher difficulty levels. That keeps them from being 'AI killers' while still in use/challenges for the player?
How about assigning negative traits to the player at higher difficulty levels. That keeps them from being 'AI killers' while still in use/challenges for the player?
How about assigning negative traits to the player at higher difficulty levels. That keeps them from being 'AI killers' while still in use/challenges for the player?
Selecting from a list to get your handicap sounds good to me.
Nightmare is 2 levels ABOVE each level listed?? what are u talking about??
Most values are set 2 levels higher on NM mode but crime and disease and such follows somewhat differing progression rates than would be represented by such a simple 2 level shift. I won't weigh in on whether I think it's unnecessary for NM mode to exist or not. I can see argument for either side. I think the bigger question is "is the effort to introduce 2 more difficulty levels worth the investment or is it rehashing a solution that currently works?"As far as I know indeed nightmare is 2 levels ABOVE each level listed. Or at least crime/pop and education/pop is higher at all difficulty levels with nightmare on.
But since I'm not a modder I'm willing to be corrected on this.
Having 2 sources of choosing difficulty, choices that overlap to a certain degree is confusing for new players and at least not streamlined, which in itself can lead to trouble.
Imho its better to have just 9 difficulty levels and nightmare removed and incorporated into the higher difficulty levels.
N.B. I haven't updated to SVN since V36 came out. So I'm not aware of any recent changes.
As far as I know indeed nightmare is 2 levels ABOVE each level listed. Or at least crime/pop and education/pop is higher at all difficulty levels with nightmare on.
But since I'm not a modder I'm willing to be corrected on this.
Having 2 sources of choosing difficulty, choices that overlap to a certain degree is confusing for new players and at least not streamlined, which in itself can lead to trouble.
Imho its better to have just 9 difficulty levels and nightmare removed and incorporated into the higher difficulty levels.
N.B. I haven't updated to SVN since V36 came out. So I'm not aware of any recent changes.
I changed almost all of it to be better suited with the core, as per alberts2.
Difficulty: Player AI
1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10
Settler: + + + * + + * + + * * * + * * + * * + *
Chieftain: + + * + + * + + * + * + * * + * * + * *
Warlord: + + * + + * + * + * + * * + * * + * * +
Noble: + + * + * + * + * + + * + * * + * + * +
Prince: + * + * + * + * + * + * + * + * + * + *
Monarch: + * + * * + * + * + + + * + * + * + * +
Emperor: + * * + * * + * * + + + * + + * + * + *
Immortal: * + * * + * * + * * + + * + + * + + * +
Deity: * * + * * + * * + * + + + * + + * + + *
+ = Positive trait only
* = Positive & Negative trait
I think the bigger question is "is the effort to introduce 2 more difficulty levels worth the investment or is it rehashing a solution that currently works?"
I have a couple suggestions to make the Traits system better:
Different difficulty levels could award a different mix of positive and negative traits to the player & AI:
Code:Difficulty: Player AI 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10 Settler: + + + * + + * + + * * * + * * + * * + * Chieftain: + + * + + * + + * + * + * * + * * + * * Warlord: + + * + + * + * + * + * * + * * + * * + Noble: + + * + * + * + * + + * + * * + * + * + Prince: + * + * + * + * + * + * + * + * + * + * Monarch: + * + * * + * + * + + + * + * + * + * + Emperor: + * * + * * + * * + + + * + + * + * + * Immortal: * + * * + * * + * * + + * + + * + + * + Deity: * * + * * + * * + * + + + * + + * + + * + = Positive trait only * = Positive & Negative trait
Advancing an Era could give you a free positive trait, so smaller empires with less culture output won't be left as far behind (especially with tech diffusion on).
Use up a GP to swap traits: brings up a dialogue to add a positive trait (but not remove a negative one), then another dialogue to remove a positive trait (but not add a negative one).
If the variety of traits increased some, you could lock certain positive / negative traits until you hit a certain era, so for example Agricultural couldn't be picked until you got to the Ancient era (which makes sense since the Agriculture tech is an Ancient era tech itself). Likewise Anti-Clerical doesn't make much sense before organized religions come about, etc. This way, you can also prevent the AI from making stupid choices in the early game like picking Philosophical as their 1st pick instead of Hunter-Gatherer or Expansive.
I don't know what the differences are between the competing sets of traits, but I think overall each trait should be more focused. One empire wide bonuses like +research% or +hammers%, a 100% build speed bonus for some units & buildings, and a third 'wild card' bonus like the +1 food on >6 food tiles or bonus empire stability. It might help to re-think the traits as a package of bonuses for a specific gameplay feature, rather than a quality of a civilization. That way you can have a trait that boosts hunting animals, one that makes slavery more profitable, one that boosts gold income, etc. I think some of the bonuses / penalties in the traits currently come from what some historic Civ's that had the trait were good / bad at, which may not be related to what the trait actually does.
So basically: more, smaller traits, slightly more often, limited by era advancement.
bTreatAsBarbarians, according to what I read in the code, pretty much makes the spawn double in frequency if Raging Barbarians is on. That's about it from what I've seen.All spawns are barbarians. I have no idea what the bTreatAsBarbarian does but the one set wrong acts just like the others as far as I can see.
I understand just a little bit - but still trying.
There are 218 spawninfos, but only 217 'treat as barbarian' - do not know what the odd one is but can check if you want. Unless DH knows.
I am messing around with the Spawninfos file, trying to get it to work on my SEM+ map (different Lat./Long.)- so yes I would be willing to do that to the base file - (adding tags) should not be to difficult.
Also would need some help with which civilization settings. But you have to start some where.
I was thinking that you could do what was obvious and as you go list here what you find that isn't so we can hammer it out.
Good rule of thumb would be Carnivore/predator=agressive and Herbivore/Scavenger=Passive.OK. I now have a spawnfile with all the animals set as aggressive.
I will start to go through it a bit later this evening (UK time) and change the passive animals.
I will start with fish/birds/various types of deer.
A definition of passive (in this context) would be useful. Are we only talking about animals that don't attack humans. So a barnowl which attacks and eats small rodents would be passive.
Good rule of thumb would be Carnivore/predator=agressive and Herbivore/Scavenger=Passive.
I would consider the barnowl a predator, hence agressive.
If it was then set to "defensive only" with "stealth defense" it would attack rodents neanderthal and humans only when it is stumbled upon in the wilderness while not attempting to attack a tiger or bear that enters it territory.
I would argue to do the same with Gorilla, with the difference that it is in the passive animal team. Thus it would not care for herbivores but would attack other predators and humans when they enter its territory.
Other not obvious ones would be the wolverine and hyena, following the thumb of rule I postulated would make them both passive.
The wolverine is a scavenger and rarely kills anything for its food though it often attack bears and wolfs to steal their prey.
The Hyena behaves in a similar manner but is far more a hunter predator than the wolverine.
What are others opinion on this?
Too much indeed.(It would be too much to try to denote certain prey I think but it'd be even cooler if we could do that as well.)
Animals and barbarians clashing could on the other hand help keep the unit count down on continents where no players have cities.Do you feel animals should all be given "Blend with Barbarians" and "No Capture"? This could help with turn times a lot at least. And "No Capture" seems to me to be an absolute must for ALL wild animals since they should NEVER own cities.
Agree.I wonder about hawks and eagles. They generally don't go around attacking people but they COULD. So would we leave them capable of attacking, among the Aggressive Animals as they would never attempt to conflict with others in that group, but with a very low aggression level like 1?
With the first, the second becomes moot. Plus you don't need a promo to enforce that. Put the modifier on the Wild unitcombat and its a done deal just to be sure.No Capture, and a promo that gives OUTCOME_SUBDUE -1000%, is a must for all animals.
With the first, the second becomes moot. Plus you don't need a promo to enforce that. Put the modifier on the Wild unitcombat and its a done deal just to be sure.