C2C SVN Changelog

The heroes issue is that the achievements are a bit too different from anything the AI assigned to heroes expects to have to deal with, and it doesn't evaluate it well.

I would have to agree here, so what do "we", well you, actually have or suggest to do then:confused:
 
I would have to agree here, so what do "we", well you, actually have or suggest to do then:confused:

Oh, I'll update the AI in regard to heroes soon. It just aother thing on the list. It's ot that it won't cach up, just that it takes a while.
 
Oh, I'll update the AI in regard to heroes soon. It just aother thing on the list. It's ot that it won't cach up, just that it takes a while.

No rush, i dont even have anything yet set in mind for a release date this month, if at all yet?
 
Update
Added usage of outcome missions to the AI. That means the AI will now butcher animals that it cannot use to construct buildings. Any future outcome missions that are typically used in cities should work as well.
 
A bug (it is present in my savegame on previous 1 or 2 page) - when your city is being blockaded by enemy ship and you kill that civilization so that all its units are gone - blockade stays forever

And a question - in my current game i have Realistic Corporations option on, and No auto corporation founding checked in options menu - i discovered Railroad and Corporation, have Great Engineer ready and resources needed but cannot found Mining inc. Could someone enlighten me how mechanism works here?
 
I haven't looked at that example, but it may well be fine now. If it has the same UnitAI as the offshore platrform does and the AI already copes with offshore platforms (I assume it does?) then it will most likely just work (it's VERY unlikely its coded to specific resources).

The heroes issue is that the achievements are a bit too different from anything the AI assigned to heroes expects to have to deal with, and it doesn't evaluate it well.

Last time I got that far, the extarction facility just sat in the city when automated, but that was along time ago. Same goes for the submerged town. Submerged towns should improve any unimproved plot which does not have a resource or feature in it.
 
Last time I got that far, the extarction facility just sat in the city when automated, but that was along time ago. Same goes for the submerged town. Submerged towns should improve any unimproved plot which does not have a resource or feature in it.

Do they have the unitAI set as the platforms?
 
Update
- If you run out of Myths to build with your captured sea creatures (Tales Of) you can now add them to your cultural heritage for a small one off science boost.
 
I have not been able to get that far in a game since v10 or v11. ;)

Have you changed the new setting to 0 for no buildings yet, if so does that help or not?
 
Setting it to 2 ends the random CTDs.

I can confirm this.

Now i only have MAF errors every 1-2 hours but those are not related with scrolling.
 
Ok, ill try summarize weak points in AI behavior:

1. Often civic changes, especially in late game. I had Deganawida enter anarchy for 17 years, then 15 or so years no change, then he changes civics AGAIN for 13 years this time. Happens often with many other leaders too. Those values weighing need to enter revolution needs to be recalculated.

2. In some cases AI doesn't properly attack cities. I have Deganawida (who successfully conquered entire North America, wiping Native Americans and Aztec) with his stack of 160 riflemen, 100 mortars, 100+ ribaldequins etc. standing at Maya city of Mutal for 30+ turns, it seems he tries lower its defence (had 265% at max) with frigates 2-3 at a time, and not using mortars for some reason for bombarding (he had some heavy cannons too). Troops defending Mutal are 2 (two!) guards, str 9 ones.

3. Using Great People to discover techs. Either that ability should be removed from GP, or AI should be taught how to use it. In industrial you get GP every 2-3 turns. I stopped using them for getting techs myself, becausee i felt somewhat cheating ...

[edit] 4. AI build way too many defensive troops, not able to attack (guards, city guards etc.).

Another issue - when i try to select Nautilus in building queue (i built Nemo wonder) - i get CTD the moment i click it.
 
Ok, ill try summarize weak points in AI behavior:

1. Often civic changes, especially in late game. I had Deganawida enter anarchy for 17 years, then 15 or so years no change, then he changes civics AGAIN for 13 years this time. Happens often with many other leaders too. Those values weighing need to enter revolution needs to be recalculated.

2. In some cases AI doesn't properly attack cities. I have Deganawida (who successfully conquered entire North America, wiping Native Americans and Aztec) with his stack of 160 riflemen, 100 mortars, 100+ ribaldequins etc. standing at Maya city of Mutal for 30+ turns, it seems he tries lower its defence (had 265% at max) with frigates 2-3 at a time, and not using mortars for some reason for bombarding (he had some heavy cannons too). Troops defending Mutal are 2 (two!) guards, str 9 ones.

Another issue - when i try to select Nautilus in building queue (i built Nemo wonder) - i get CTD the moment i click it.
In general it will help if you can provide a savegame so we can investigate what causes the CTD or AI behavior.
 
In general it will help if you can provide a savegame so we can investigate what causes the CTD or AI behavior.

Sure. Here it is. Deganawida moved his stack couple tiles away from Mutal.

p.s. take a look at Curtin's army (on his continent) - 2 stacks, 196 + 158 Guard dogs and 100+ city guards.
 
Back
Top Bottom