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I don't know how difficult it would be to make unit maintenance vary based on type.
Perhaps it will be easier to use an additional attribute for the unit - "support price increased"? This would be interesting for mercenary units.
I don't know how difficult it would be to make unit maintenance vary based on type.
@Civinator I had a look at that save. Australia does have a settler on a boat, see pic below. I noticed it when it moved during the interturn. You wouldn't have seen it if the houseboat bug triggered since in that case the game freezes before the unit can move at all. But I don't know why the bug is triggering for you, when I tried it everything worked as expected. With the C3X R8 EXE it made it to the next turn and with the unmodded EXE it froze during the AI's movement phase, as expected. Are you sure you had the mod configured to patch the houseboat bug?
I thought of this too. I mean, already every unit that requires support cost 1 of gold. So one way of making this would be to put a tag of additional upkeep of -X amount of gold. Easier said than done of course.Perhaps it will be easier to use an additional attribute for the unit - "support price increased"? This would be interesting for mercenary units.
I thought of this too. I mean, already every unit that requires support cost 1 of gold. So one way of making this would be to put a tag of additional upkeep of -X amount of gold. Easier said than done of course.
It's the name, not the civilopedia key. It only works that way since that made it easy for me to test the feature but I could very easily change it. Civinator mentioning his German translation is making me think that 'pedia keys would be better since they don't have to be translated unlike the names. You guys have a preference either way? I could even make it work with either one. Also right now only one improvement can be perfumed. That's something I'll change for the next version, currently improvement perfuming is only in there as a proof of concept kind of thing. Perfume can be applied to wonders great or small. That's a consequence of how the AI works, it considers improvements and units separately but it considers all kinds of improvements, wonders or not, together.Another beautiful breakthrough. In order to "perfume" an improvement, do we need to enter the in game name of said improvement into the " " or is it the civilopedia entry? How many improvements can be "perfumed"? And is it possible to do the same with small wonders and wonders as well?
Added to the list. Copy-pasting the PTW code wouldn't be practical even if I had it available (I don't have a PTW EXE). The problem is that large blocks of code like that have hundreds of references to other parts of the code and making a block work inside a different executable would require patching all those references. Also about the AI founding one tile off the coast, I've been thinking about improving the AI's city placement in general but haven't looked into it yet. There are so many ways it could be improved, I think optimizing city placement alone would make the AI play half a difficulty level higher.Suggestions for next patch:
Even if I were to add an attribute, the hard part would be wiring it into the game's unit maintenance calculation.Perhaps it will be easier to use an additional attribute for the unit - "support price increased"? This would be interesting for mercenary units.
Ah that explains it. No worries.It seems in my Chronicles installation I set a wrong starting link to the R5 version of the exe instead to the R7 exe. When starting the save file with the linked R5 exe and the R7 files, the freeze happened again, but when starting the save file with the R7 exe, the houseboat bug patch worked like charm.![]()
Strange. I haven't done anything that would cause that, at least not intentionally. And I doubt I did it unintentionally either since nothing in the mod touches anything related to the triggering of autosaves.Just want to ask, if you have anything that may trigger autosave every 10 turns? I have autosaved off, but I see one in the save folder every ten turns. Well to be truthful, I did not count to see, if it was 10, but it is about that many. Not a huge problem, just scratching my head as to what could be going on.
Agreed!There are so many ways it could be improved, I think optimizing city placement alone would make the AI play half a difficulty level higher.
Lastly, the AI also seems to have a disproportionate love for Whale-resources, and often places near-useless towns way out on narrow peninsulas (= low shields), apparently just to get a Whale in the outer radius. Could the inner 8 tiles of the BFC (i.e. those immediately available to use after founding) be made (much) more important, with the outer 12 tiles having (much) lower influence on Settlement-priority?
It's the name, not the civilopedia key. It only works that way since that made it easy for me to test the feature but I could very easily change it. Civinator mentioning his German translation is making me think that 'pedia keys would be better since they don't have to be translated unlike the names. You guys have a preference either way? I could even make it work with either one. Also right now only one improvement can be perfumed. That's something I'll change for the next version, currently improvement perfuming is only in there as a proof of concept kind of thing. Perfume can be applied to wonders great or small. That's a consequence of how the AI works, it considers improvements and units separately but it considers all kinds of improvements, wonders or not, together.
Maybe. I'll admit I don't have enough experience with the scenario editor to know how flavors work. You would know better than I do since you maintain two large mods, do you feel flavors already give you enough control over the AI's build choices? Perfuming right now is just an initial implementation, basically a proof of concept, of influencing the AI's build choices. Eventually I plan to extend it to units and ultimately to use it to influence the AI's choices with additional logic instead of just adding a flat value. As an example, I want to make the AI build more ships but only on archipelago-type maps, and I want to try using perfuming to make the AI build more artillery and bombers instead of forcing the ratio (which is a blunt way of doing it).As this flavor can be set to any building, SW and GW, I am wondering, what is the difference between the 'perfume' and the AI-flavor, that can be set to several buildings just yet ? Would the 'perfume' be a reinvention of the wheel ?
It would be nice if we could get a big improvement just by editing weights, but again it depends how the code is structured. I think one of the biggest limitations of the AI's city placement is that it doesn't consider how placing a city somewhere will affect the placement of others around it. I often see the AI put its cities in the middle of floodplains with way more food than they can use and no production, and meanwhile the neighboring cities are in the middle of desert/hills/mountains with no food and a bunch of production tiles they'll never be able to use. I doubt editing weights alone could fix that. BTW I agree with what you said about the AI settling around food resources.If you can figure out where the weighting-factors for the AI's settlement-priorities are stored, (I think) the most important thing would be getting the AI to value tiles adjacent to (fresh)water much more highly as potential town-sites, than tiles which 'only' maximise Strat/Lux/Bonus Resources in the potential town-radius (especially where some Strat Res won't even be usable for another 3 ages!).
Thanks!Hat's Off to you![]()
To clarify, does this only happen with C3X or is this a bug in the base game?I've been playing the C3C mod called "World 2004" and have noticed a strange bug. Has anyone ever seen locked alliances go to war with each other?
You could check this by watching the AI move in debug mode.the only thing I can think of that may be triggering the war is when a unit moves onto an airfield that is owned by another player
To clarify, does this only happen with C3X or is this a bug in the base game?
You could check this by watching the AI move in debug mode.
do you feel flavors already give you enough control over the AI's build choices? Perfuming right now is just an initial implementation, basically a proof of concept, of influencing the AI's build choices. Eventually I plan to extend it to units and ultimately to use it to influence the AI's choices with additional logic instead of just adding a flat value. As an example, I want to make the AI build more ships but only on archipelago-type maps, and I want to try using perfuming to make the AI build more artillery and bombers instead of forcing the ratio (which is a blunt way of doing it).
To clarify, does this only happen with C3X or is this a bug in the base game?
Yes.I think this is a bug in the base game. Such situations were reported several times about C3C at CFC. Edit: Per example here is an explanation for this situation (if a member of the alliance has a mutual protection pact with a civ outside the alliance and that civ is attacked by another member of the alliance)
Unless you re-installed from GG recently (i.e. since it was made Steam-compatible), this version may/will not be compatible with C3X.The current version of C3C is the complete version I bought from Gamersgate IIRC.