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

Multimaps is already some 80% developed by Koshling but the rest of us are struggling to figure out how to finalize the project. I have a feeling that Toffer's gonna be the guy that really figures out what we need since he's gathering a pretty good understanding of both python (particularly UI coding which Koshling always said we needed development on to finish the project, map scripting which is definitely a must) and the code. Once he starts telling me what we need to do, I can see that we'll be quickly sewing up the rest of the plan and then this will become a whole new ballgame.
 
Multimaps will be not much of use for AI, if we don't teach it, that NASA is cool building and should be built.
NASA is typical national wonder, and it is needed to start space program.
 
Multimaps will be not much of use for AI, if we don't teach it, that NASA is cool building and should be built.
NASA is typical national wonder, and it is needed to start space program.

Problems are there to solve, also a workaround can be implemented as getting something needed to start space program if you reach an era or so... autobuilding or so... or the AI will be teached.
 
Problems are there to solve, also a workaround can be implemented as getting something needed to start space program if you reach an era or so... autobuilding or so... ar the AI will be teached.
Well NASA already adds free building to all cities - Launch Site.
 
Do multimap so that the current savegames still work. :):thumbsup:
Multimaps are completely unrelated to AIs incapability of building some important buildings.

Also did you ever reach Modern era on your map?
 
Multimaps are completely unrelated to AIs incapability of building some important buildings.

Also did you ever reach Modern era on your map?

Raxo, believe me that problem with AI can be sloved. ;) If i reach modern era i go further and begin to design more maps. If not i make a modern scenario. :thumbsup: When multimap works, i am in modern era maybe. :thumbsup:

Stop your negativ waves, think positiv! :):crazyeye::) :goodjob::goodjob::goodjob:


 
Last edited:
@Toffer90 Problem here, can that be expanded to the right or changed? So you can read the numbers on research correctly, expanding each tab to right to make numbers visible or anyhow already in there? I see only research 2... sucks. Numbers not displayed because tab is not large enouth.
 

Attachments

  • Civ4ScreenShot0373.JPG
    Civ4ScreenShot0373.JPG
    191.9 KB · Views: 72
Raxo, believe me that problem with AI can be sloved. ;) If i reach modern era i go further and begin to design more maps. If not i make a modern scenario. :thumbsup: When multimap works, i am in modern era maybe. :thumbsup:

Stop your negativ waves, think positiv! :):crazyeye::) :goodjob::goodjob::goodjob:


I meant if you were in Modern era in your past games.
 
Not yet, game is just now good and stable for a long run, maybe 20 years ago in vanilla.
:lol:

Lets assume it takes 5 minutes for you and AI to go trough one turn - average time for whole game.
Of course grandpa on Amiga is 10x slower than Nightmare player with water cooled 6 GHz CPU and other top tier components.

Eternity: 20 000 turns -> 100 000 minutes -> 1667 hours.
Normal (2000 turns) speed would take 167 hours in this scenario.

20 turns per tech would be like well over hour of gameplay per tech on Eternity in later eras.
This pace level is territory of Facebook games or some other games playable on browser.

Technically on slowest speed someone could spend whole year (or month on Normal) on single campaign if they started in Prehistoric and ended researching all techs..
 
Last edited:
Multimaps will be not much of use for AI, if we don't teach it, that NASA is cool building and should be built.
NASA is typical national wonder, and it is needed to start space program.
Not much use to worry about that until we have multimaps running imo.

That said, you CAN add AI weight to a building in the XML now I believe.
 
:lol:

Lets assume it takes 5 minutes for you and AI to go trough one turn - average time for whole game.
Of course grandpa on Amiga is 10x slower than Nightmare player with water cooled 6 GHz CPU and other top tier components.

Eternity: 20 000 turns -> 100 000 minutes -> 1667 hours.
Normal (2000 turns) speed would take 167 hours in this scenario.

20 turns per tech would be like well over hour of gameplay per tech on Eternity in later eras.
This pace level is territory of Facebook games or some other games playable on browser.

Technically on slowest speed someone could spend whole year (or month on Normal) on single campaign if they started in Prehistoric and ended researching all techs..

Yes letz go. :goodjob: Real nation leading real caveman2cosmos, only losers wants short games, hardstyle gamers want worlds. I counted with 2000 hours, i am there when multimap is ready. :thumbsup: If not i do a modern scenario so faster start. :) And with space and other planets is a lifetime game!

James 'Lycerius' Moore played a single game of Civilization II off and on for ten years, extending far into a dystopian future that he described as “a hellish nightmare of suffering and devastation”. The story caught fire, spreading from reddit to...
https://www.pcgamer.com/community-h...el=ref&ns_source=steam&ns_linkname=0&ns_fee=0
 
@Toffer90 Problem here, can that be expanded to the right or changed? So you can read the numbers on research correctly, expanding each tab to right to make numbers visible or anyhow already in there? I see only research 2... sucks. Numbers not displayed because tab is not large enouth.
Click on the scroll button to customize the page, click on the column that you want to expand and expand it there... Remember to save the change.
 
Not much use to worry about that until we have multimaps running imo.

That said, you CAN add AI weight to a building in the XML now I believe.
It appears only four buildings have AI weight:
Community Discussions - Normal building (20)
Crime (Armed Communities) - Crime property building (100). WOW JUST WOW. It appears Joseph added it back in 2015. I wonder if it doesn't backfire.
Safety (Alcatraz) - Autobuilding (50)
Kings Tournament - Wonder (5)
 
Last edited:
Community Discussions was given it because at the time education was invisible (and still isn't really as visible in value to the AI as it quite should be really.)

The crime? Yeah, you can remove that use. No autobuilding would benefit either.

Put some AI weight on NASA, like a lot, just to see what happens.
 
Community Discussions was given it because at the time education was invisible (and still isn't really as visible in value to the AI as it quite should be really.)

The crime? Yeah, you can remove that use. No autobuilding would benefit either.

Put some AI weight on NASA, like a lot, just to see what happens.
I'll add it to Hunting Instructions too (20 same as Community Discussion).
AI Weight of 100 for NASA should be fun.

Tiny sized map on Ultrafast should be fast enough.
Also I'll use Nightmare handicap to get here even faster + TD/WFL.
I added Upscaled Research costs to increase research to building cost modifier ratio.

I removed AIweight from three other things.

Yep, they got Hunting Instructions in their capitals within 10 turns.
Spoiler :

Civ4BeyondSword 2018-11-30 20-42-36-70.jpg
Civ4BeyondSword 2018-11-30 20-42-06-89.jpg


Eventually it got to all cities.

I'll add AI weight of -10 to processes.
I wonder if Joseph's save is good enough to test NASA - one of AIs is in Modern era.
Would AI build judges and then ordinances, if I added <iAIWeight> to Judges and pollution reducing ordinances?

Now I'm tempted to add "Please look at me" <iAIWeight>5</iAIWeight> to buildings, that are prereq for buildings.
 
Last edited:
I'll add AI weight of -10 to processes.
Is the tag even available to them? It might not have any effect anyhow.

Would AI build judges and then ordinances, if I added <iAIWeight> to Judges and pollution reducing ordinances?
I kinda doubt it. It won't influence unit actions and I'm not sure the tag is even available for unitinfos.

Now I'm tempted to add "Please look at me" <iAIWeight>5</iAIWeight> to buildings, that are prereq for buildings.
Wherever you use it, you should add a comment line to explain why it's there. Eventually that why can be converted to a coded reason and the artificial weight can be removed. There's a lot of wonders that may need this because they operate on python. Koshling went through and removed all applications of this tag when he was trying to redesign the construction AI but at this point, having them pointing out the code deficiencies would be helpful I think.
 
Is the tag even available to them? It might not have any effect anyhow.


I kinda doubt it. It won't influence unit actions and I'm not sure the tag is even available for unitinfos.
AIWeight is in schema file, where ProcessInfo is located.

Also some units have AIWeight too, and this tag is in UnitSchema.

Four units have this:
Early Food Merchant, Food Caravan, Food Freight, Maize Caravan (culture food caravan)
They all have AIweight of 10.
 
Last edited:
AIWeight is in schema file, where ProcessInfo is located.
But is it listed as an item under ProcessInfos in that schema?

Also some units have AIWeight too and is in UnitInfos schema.
It might work then but I doubt that the building AI weight would be a factor in the unit's determination as to what to do, so you might just be making the AI train judges to keep using them to swap back and forth between the same policy choices - because they can.
 
Back
Top Bottom