C2C SVN Changelog

SVN7925

Made the 'Unit Categories' Pedia aware of the SubCombatTypes from the Combat Mod.

Great job! We debated whether to do this between DH and I but at this time I do think this was the way to go for sure.
 
Enabling terrain damage causes the AI to build countless Healer/Apothecary units. Should there be a national unit limit on them to prevent this?
 
Enabling terrain damage causes the AI to build countless Healer/Apothecary units. Should there be a national unit limit on them to prevent this?

I think i made it worse with a recent small change i made :(. I revert this change right now.


SVN7928

Changed the iAIWeight for the Disease Property from -10 to 0
 
I believe we need to give ourselves the ability to get the AI to ignore PLOT values for specified properties somehow. As long as they're on top of the cities they should feel alright, at least with Disease and Crime.
 
Enabling terrain damage causes the AI to build countless Healer/Apothecary units. Should there be a national unit limit on them to prevent this?

I've noticed this. The Inca settled a city in the desert and staffed it with 20+ Healer units! I definitely suggest making them national units.
 
No... they certainly should NOT be national units as that would mess up the Disease Property control - but if terrain damage does for some reason give more cause for the AI to build them then that needs to be determined why and severed from the code.
 
If you say so, but given that my armies have been been frequently encountering or fighting whole stacks of healers and, in one case, literally an entire city-full, something is definitely wrong.
 
Won't deny something is wrong at all. The problem lies in the AI coding and cannot be solved from simply limiting these units because they're critical for players to build as needed or disease will grow out of control.
 
Won't deny something is wrong at all. The problem lies in the AI coding and cannot be solved from simply limiting these units because they're critical for players to build as needed or disease will grow out of control.

Quick reply, reduce terrain damage % and you will reduce # of healers that the AI calculates it needs. Plus Disease has also been upped over the last 2 versions iirc. Can't keep adding without balancing.

JosEPh
 
Without looking into the code I can't fathom the connection between terrain damage and more healers... At some point I'll enter the labyrinth on a quest to find out.
 
7931 update

- Move new animal art into core and out of modules.
- Tweaks to animal spawn rates and some ranges.
- Master Hunter building now upgrades to Master Hunter Tradition building which is free from a Great Hunter building. This is for those people who don't get to subdue an animal which can build the Mater Hunter building.
 
7932
removed ART_DEF_UNIT_ARQUEBUSIER_MESO_AMERICA

7933
fixed missing captives buttons

7934
fixed nomad mission buttons
 
Without looking into the code I can't fathom the connection between terrain damage and more healers... At some point I'll enter the labyrinth on a quest to find out.

I would imagine that maybe the AI believes the local damage in the area needs to be offset with a multitude of healers. (Would be my guess) Why it would need more than 2, is beyond me but it might be stuck in a loop of logic somehow. Since the healers take damage and then heal I would suspect thus the AI builds more healers to offset the damage that isn't offset, and thus is stuck.

That's my guess, I haven't looked at the code, but maybe its stuck in a loop somewhere to just focus healers because of a problem, in this case, like terrain damage.
 
+1

Well said Acularius.

JosEPh
 
7935
redone few culture units buttons (cavalry, ships and vehicles) to add more clean look

7936
- renamed Guard du Corps unit to Renaissance Imperial Guard
- changed group size (models) of a Chaser to 1. Before that chaser unit always include default wanderer model.
 
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