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

Ok, so dogs see criminals in the same plot or also in the adjacent plots? And see the dogs the criminals always or only sometimes and will dogs see criminals in citys?
 
In my settings green flag animals never attack, only musk ox always attack. ;) So its no big deal, hunters can handle this, but flag still wrong then for musk ox. Your choice to change the flag or change the musk ox. Okok... i begin to feel like we are in the movie The Flight of the Phoenix from 1965 here. :D :D :D
Many green flag animals can attack, they are this way so that they can attack black flag animals to maintain a balance in predator population relative to prey populations. There are currently 9 green flag animals that are capable of attacking and with reckless animal option they attack more often than without reckless animals option.

More info on animal behavior here (link)
 
Ok Toffer.

Ok my dog see a thief now in a city plot, but it sucks, i cant arrest or attack the thief, still have to wait for the thief to get unhidden by police unit before he can get catched or killed?
 
Ok Toffer.

Ok my dog see a thief now in a city plot, but it sucks, i cant arrest or attack the thief, still have to wait for the thief to get unhidden by police unit before he can get catched or killed?

Yes. Thus why you now need to enhance your Investigative efforts. There's a thread in the Strategy and Tips section here: http://forums.civfanatics.com/showthread.php?t=561705 More information is given on fighting criminals in the city if you scroll down some posts from the first one.
 
for me the raster lines are too bold, too fat.
It is possible to replace them by such small and light lines isntead?
see image attached
 

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some fields have a grey point, what this means?

Thats a rainwater basin... turn off the grid/raster, no one needs it. ;)

Yes. Thus why you now need to enhance your Investigative efforts. There's a thread in the Strategy and Tips section here: http://forums.civfanatics.com/showthread.php?t=561705 More information is given on fighting criminals in the city if you scroll down some posts from the first one.

Ok Thunderbrd.

Found a little bug... 10% down 20% upper text (Trade route bonus)... look screeni. Its fun now to game, i am closing turn 1000, will do a AI test then but the AI plays better so far and is able to survive.
 

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When did you research Sed Life to enter Ancient Era? Did you bee line to Sed Life?

And I'm happy to see you post that it's now fun.

JosEPh
 
Found a little bug... 10% down 20% upper text (Trade route bonus)... look screeni. Its fun now to game, i am closing turn 1000, will do a AI test then but the AI plays better so far and is able to survive.
Hardly a bug but a good reason that folks should think twice before putting hard numbers in the descriptive texts because if things change, it'll leave these relics of old values behind. Given that many buildings and such don't even have descriptive text I'm not really considering that an issue. What the code has interpreted directly from xml is all that you can rely on (the list of stuff.)
 
When did you research Sed Life to enter Ancient Era? Did you bee line to Sed Life?

And I'm happy to see you post that it's now fun.

JosEPh

I told you some postings before, look on page 15 here.

Hardly a bug but a good reason that folks should think twice before putting hard numbers in the descriptive texts because if things change, it'll leave these relics of old values behind. Given that many buildings and such don't even have descriptive text I'm not really considering that an issue. What the code has interpreted directly from xml is all that you can rely on (the list of stuff.)

Looks like this bug/problem is in some more building texts. I saw it on another building somewhere.
 
Yes you did I had just forgotten it. :p

On the text issue, we really don't have anyone dedicated to doing these "text" clean ups right now. Tedious and time consuming when you have other Projects you are working on. And sometime they are just plain forgotten or overlooked. Our overall quality control atm is in disarray.

JosEPh
 
Yes you did I had just forgotten it. :p

On the text issue, we really don't have anyone dedicated to doing these "text" clean ups right now. Tedious and time consuming when you have other Projects you are working on. And sometime they are just plain forgotten or overlooked. Our overall quality control atm is in disarray.

JosEPh

Thats why you need me on the team. ;) But i dont have to mutch time also currently, to mutch work in my company. ;)

Calculation or display bug in trade routes? Displays +0.87 but in hover over +1,46 with my bonus buildings so it should give me +1,46 ??? , screeni...
 

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see image attached. Vikings have good fields to settle, but take such a stupid one w/o any recource and food. What is causind this?
This is a sample only for AI settlements that I don't understand and which predeterminate if a civ has any chance to grow well or not.
 

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It's certainly a strange choice. The circles are probably where it believes it should settle. There's a few reasons it might've chosen so strangely. 1) might not have scouted out the south to know that. 2)Might not be where they settled but where they captured a barbarian city? 3)? Hard to say without reading the evaluation code as it figured out how that spot was the best to settle at next.
 
see image attached. Vikings have good fields to settle, but take such a stupid one w/o any recource and food. What is causind this?
This is a sample only for AI settlements that I don't understand and which predeterminate if a civ has any chance to grow well or not.

Tha AI builds directly up tp 5/6 citys fast when they reach tribalismus, so he may think he can build there and there is no mutch room for him in greenland and he will build the other citys fast next and there are enouth buildings to increase food and production in a city now, so it will work for him.

Any word on the calculation bug or display bug in traderoutes i told some postings before Thunderbrd? Is this ok or needs it to be fixed?
 
It's on a long list. But there are many places that the trade routes get modified and the hover over probably does not have them all included. Example, even the size of your map will add a modifier. Plus all modifiers by BtS definitions round Down. For example, even a 2.9 :gold: or :commerce: will round down to a flat 2.

JosEPh
 
Yeah, so there's probably some fairly new modifier added since the hover calculations were programmed. You're getting an idea of what trade is doing for you but I couldn't tell you what's accurate and what's not. I've never evaluated trade calculation and display screens - not sure if they are entirely python or if they are delivered in the code or what. So it's very low priority to address at the moment. Still, you do point out that it looks a little buggy and I can confirm I find it confusing which is supposed to be the accurate report.
 
The question is will it give me more gold or not. ;) Otherwise no need for traderoutes if they are not caluclated correctly. So i will look into if the bonus buildings increase my income when i build something that increase the trade routes output.
 
Tha AI builds directly up tp 5/6 citys fast when they reach tribalismus, so he may think he can build there and there is no mutch room for him in greenland and he will build the other citys fast next ..

not in this case. This civ did not build a 3rd city within next 100 or more turns. (and there had been no barbarian city or unit before)

compared with other civs having similar issue it looks like there is a routine in game that any civ tries to build first a city as near as possible to the human's civ, independent what the result is. If that is not possible (because distance, other civ, water, whatever), that first settler runs around and takes the next free field beside a rare animal-related resource. The game's strategy overall is, not optimitze the own civ but most obstruction against the human player's civ, independent how stupid and unfavorable this is for the own (AI) civ.
There must be a string of priorities that is causing this.

Another stupidity: AI civ builds ancient working boat(s) althought there is no resource within the city range to work.
 
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