C2C - UEM - Ultimate-Earth-Map 100% MOD and SVN update compatible by Pit2015

I tryed to move a spy into a enemy city, ia am at war with them, then spy got stumbled also with escort? How you get them into the enemy city? Will enemy dogs see him or hes just randomly seen?
 

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That really is a terrible start spot for any Civ.
 
That really is a terrible start spot for any Civ.

Good enouth for at least 6 citys there, he has his hunters run only in his borders, maybe is a trait problem vikings never leaves his own borders. I never saw a viking unit outside his own borders, also no ship.
 
Good enouth for at least 6 citys there, he has his hunters run only in his borders, maybe is a trait problem vikings never leaves his own borders. I never saw a viking unit outside his own borders, also no ship.
For a human player yes. For an AI player No it is not. You need to place the Vikings in a better spot than Greenland for your scenario. It's really as simple as that.
 
For a human player yes. For an AI player No it is not. You need to place the Vikings in a better spot than Greenland for your scenario. It's really as simple as that.

No, some months before they was expanding there now they dont, they have 2 city expanding circles, will work fine for them... enouth good land there for them and alot of resources, if i put them anywhere else they will not expand at all also.

And if they dont find there is a good spot they will go somewhere else, but they dont send out any unit out of there own borders. Also theres more good land to the west.
 
You don't have to believe me at all, which you obviously don't.

Vikings play fine on other maps. They are aggressive though and always end up with 2 or 3 neighbors DoW'ing them if they don't do it 1st.

This scenario uses developing leaders too right?
 
They really have enouth good spots to settle, someone before reported here one day that the vikings settled at a bad arctic land plot his second city i remember... so i gave them more grasslandnow and so maybe they work sometimes, i dont know what cause this, i can replace them with another civ but they should work. Maybe they will do it when they reach sedenary lifestyle...

No developing leaders option currrently in this scenario.

EDIT: MAYBE thats because i decleared one time war on him? Maybe the AI has problems after the war ends to expand again and focus on defense?
 
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EDIT: MAYBE thats because i decleared one time war on him? Maybe the AI has problems after the war ends to expand again and focus on defense?
It certainly changes their focus yes.
 
They really have enouth good spots to settle, someone before reported here one day that the vikings settled at a bad arctic land plot his second city i remember... so i gave them more grasslandnow and so maybe they work sometimes, i dont know what cause this, i can replace them with another civ but they should work. Maybe they will do it when they reach sedenary lifestyle...

No developing leaders option currrently in this scenario.

EDIT: MAYBE thats because i decleared one time war on him? Maybe the AI has problems after the war ends to expand again and focus on defense?

Heck yeah! It surely did change his focus! Look at the difference in Empire sizes. You cause him to "Turtle Down". It's a condition the AI will go into when it sees no way to expand because of an imminent threat to destruction. There a setting for this in the BBAI_AI_Variables_GlobalDefines.

Code:
    <!-- Ratio of enemy power to team power for AI to consider running TURTLE (all out defense, no offensive forays) strategy.  
       Equal power would be 100.  BBAI default: 250 -->
       <DefineName>BBAI_TURTLE_ENEMY_POWER_RATIO</DefineName>
       <iDefineIntVal>130</iDefineIntVal>
   </Define>

You caused your own problem with him. You have How Many cities to his 1?
 
But is peace now with him for about 100 - 200 turns, so the AI should start to expand again... not sure if thats realy the problem. I have about 30 citys now he has 1 city.
 
But is peace now with him for about 100 - 200 turns, so the AI should start to expand again... not sure if thats realy the problem. I have about 30 citys now he has 1 city.
Sometimes the AI gets affixed on certain things. There's about 100 known bugs in that sort of behavioral problem realm.
 
But is peace now with him for about 100 - 200 turns, so the AI should start to expand again... not sure if thats realy the problem. I have about 30 citys now he has 1 city.
Go to that Global setting and change the 130 to 250. If after 10 more turns and he still has not done anything turn it down to 100. After another 10 turns if no change put it back to 130. Cause he's going to probably stay in "turtle down" mode for a long long time.
 
I dont think thats realy the problem... some civs suck other do good, all have the same AI? I attacked the tupi, then i made peace and they settled later again. I bet something wrong with the vikings, you ever had a game where they where strong?
 
All have the same AI. If you are playing with traits, I would suggest you play without traits in your next game.
Traits are unbalanced and traits are the only thing that can make one AI behave differently than another.
 
All have the same AI. If you are playing with traits, I would suggest you play without traits in your next game.
Traits are unbalanced and traits are the only thing that can make one AI behave differently than another.

Wich game/scenario option is that?
 
Well that isnt in the scenario file now, but developing leaders and pure traits are off and i dont see anything else, so you still think that may be a problem? Also other leaders play good. Options screenshot... should i add GAMEOPTION_START_NO_POSITIVE_TRAITS & GAMEOPTION_NO_NEGATIVE_TRAITS in future versions or is it not needed?

And what are the option buttons for? GAMEOPTION_START_NO_POSITIVE_TRAITS & GAMEOPTION_NO_NEGATIVE_TRAITS

Ah i saw the negative traits button now i will activate that as a test now.

The viking sending out now a hunting dog, maybe it takes a while before he understand i deleted all criminals for him and then he may move his tribe out, maybe he waited for the trained dogs because to many criminals arround him. But i will keep no negativ traits on, so the AI may be a bit better.

Scenario:

BeginGame
Era=ERA_PREHISTORIC
Speed=GAMESPEED_ETERNITY
Calendar=CALENDAR_DEFAULT
Option=GAMEOPTION_COMPLETE_KILLS
Option=GAMEOPTION_NO_VASSAL_STATES
Option=GAMEOPTION_NO_BARBARIAN_CIV
Option=GAMEOPTION_NO_TECH_DIFFUSION
Option=GAMEOPTION_MOUNTAINS
Option=GAMEOPTION_SAD
Option=GAMEOPTION_ADVANCED_DIPLOMACY
Option=GAMEOPTION_UNLIMITED_WONDERS
Option=GAMEOPTION_BARBARIAN_GENERALS
Option=GAMEOPTION_ASSIMILATION
Option=GAMEOPTION_GREAT_COMMANDERS
Option=GAMEOPTION_REALISTIC_CULTURE_SPREAD
Option=GAMEOPTION_LARGER_CITIES
Option=GAMEOPTION_UNITED_NATIONS
Option=GAMEOPTION_ADVANCED_ESPIONAGE
Option=GAMEOPTION_ADVANCED_NUKES
Option=GAMEOPTION_NO_CITY_LIMITS
Option=GAMEOPTION_FIGHT_OR_FLIGHT
Option=GAMEOPTION_MORE_XP_TO_LEVEL
Option=GAMEOPTION_ECOLOGICAL_ANIMALS
Option=GAMEOPTION_TELEPORT_HUNTING_AWARDS
Option=GAMEOPTION_PEACE_AMONG_NPCS
Option=GAMEOPTION_ANIMALS_STAY_OUT
Option=GAMEOPTION_RECKLESS_ANIMALS
Victory=VICTORY_CONQUEST
Victory=VICTORY_DIPLOMATIC
GameTurn=0
MaxTurns=0
MaxCityElimination=0
NumAdvancedStartPoints=3840
TargetScore=0
StartYear=-200000
Description= Ultimate Earth Map 3.7
ModPath=
EndGame
 

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All have the same AI.
You're actually wrong here Toffer, sorry to say. You're usually the guy to set me straight so I owe ya one.

There are a tremendous number of AI personality tags that each leader has setup differently that will influence how they play. Look in LeaderInfos.xml. It's kinda a huge mess that I had a project going to cleanup but @AIAndy didn't like my method and after we nearly worked out another one, he stopped working on the mod after promising to finalize the project on the coding side. I had seen a function flaw in the approach we were initially building out together and it stopped us in our tracks unfortunately. I'm not sure whether to accept the flaw or go back to my original method which could overcome the flaw but be ... I guess less than optimal by some kind of programming theory - possibly it was a slightly slower method during processing, but either way it's been a long time shelved and I'm a little rusty on it now. it's a version length-worthy project to improve on it and it still lies in the way of some of the more advanced projects I want to get around to for leaders. There are quite a few known bugs with bad defaults and all sorts of things going wrong with these tags. Not gonna worry about it until the mod is more advanced than it is now.
 
The viking sending out now a hunting dog, maybe it takes a while before he understand i deleted all criminals for him and then he may move his tribe out, maybe he waited for the trained dogs because to many criminals arround him. But i will keep no negativ traits on, so the AI may be a bit better.
Known threats, whether they can see them or not, tracked and measured by recent unit deaths in the area, will make the AI much more cautious and will make them refuse to take certain actions.

I also know that I need to probably make some corrections and fixes to the new escort AI and that MAY be a factor here but I'm not too concerned right now about one nation in such a large game having such a problem. There's honestly still bigger fish to fry.
 
Yep there are other civs that play better than the vikings and alot of civs in my scenario but will be fine if they are improved sometime in the future if possible. I will go on with my game as far as possible this time and let them suffer.

Damn big SVN update, 500 MB's... updating now.
 
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