You can only change it for yourself, not for the AI players.how do i change Noble?? see pic?? cant even change it when i pick a civ there?
You can set the default difficulty for AI, though, somewhere.You can only change it for yourself, not for the AI players.
The global xml file.You can set the default difficulty for AI, though, somewhere.
Might be interesting to make all of them Settlers just to see how it affects their already stupid stupidity, loool.
Now, where exactly can I do this, eh?
Does not influence their AI IQ. However, it WOULD make them more dangerous by far by giving them a lot of extended handicap benefits, including better goody hut results and some others that you can't just 'set' for the AI to experience in the handicap infos xmls.Might be interesting to make all of them Settlers just to see how it affects their already stupid stupidity, loool.
I didn't mean the literal AI behavior (though I think it would also be slightly affected), but how much more aggressive (or else) they'd become when given even more "free resources".Does not influence their AI IQ. However, it WOULD make them more dangerous by far by giving them a lot of extended handicap benefits, including better goody hut results and some others that you can't just 'set' for the AI to experience in the handicap infos xmls.
P.S.: I don't seem to be able to set the AI difficulty at the game start :
You can set the default difficulty for AI, though, somewhere.
The global xml file.
Stuff is super complicated here - I can see how it was easily accidentally made to work like this but I'm not sure what change made it happen, nor how to immediately fix it... I'll bring it up in discord.is there a NEW rule i dont know about upon entering UR own city with crime units(thief/Ambusher) in them withOUT fighting them to get into UR city?? i can't even get in with a crime unit without attaching 1st . .
also i just built enforcers and they cant even be built in the city, it throws them out right away . .
EDIT come 2 find out its the "ambushers" that do that / /
remove the minimum culture flip (flabbert)
They are removed completely as a thing, messed with feature growth and looks like were deemed not a feature worth repairing.Also, (the random ?) storms seem to be removed..? Why ?
It was already implemented in Rise of Mankind times, I think.Huh, I expected instead issues with AI not knowing how to deal with the unit damage
He's still active but he's working on something else temporarily at the moment. I really didn't understand what he had meant with that project either but it was something to try and fix some issues with tile flipping and culture amounts.
Assuming you are playing hide and seek, you need to keep the combination of disguise veil detection and camo veil detection both up on plots to see through the Rogue's dual approach to maintaining stealth.Question about Rogues. I'm playing 42 (really like it, lots of changes that makes sense from 41). In my current game, a Rogue from an unknown nation is wiping out my infrastructure, but I CANNOT SEE it. I have dogs, Enforcers, Ambushers, Thieves, and Rogues, nothing. The only way I know it's there is because I get the messages when my improves are destroyed. I've tried all combinations of promotions, no success. What stopped it finally was stationing Enforcers (with the Investigate promotion) on the remaining improvements, and the rogue got killed trying to move into the tile. My economy tanked, and the next time this happens, I'll go bankrupt and have to disband the army and then my cities will be overrun by the French.
Why can't my rogues see their rogues? Please help.
I am using hide and seek. My Rogues have 3 wilderness spotting and 2 crowd-spotting (if that are the terms.) The enemy Rogue is called a "Barbarian Rogue, so not likely to have have any special modifiers.Assuming you are playing hide and seek, you need to keep the combination of disguise veil detection and camo veil detection both up on plots to see through the Rogue's dual approach to maintaining stealth.
The Player's Guide does either cover it itself or link to it. Search that first page (f5) for Invisibility and you should quickly find it there. The wording has been changed since then to Veil and Spot rather than Invisibility and See Invisibility but the ideas are roughly the same. There's been some math changes I think to the system as well since I designed it. I'm not sure if I could explain those adjustments or not but it has to do with same tile visibilities and where the veil amounts begin to apply then fall off.I am using hide and seek. My Rogues have 3 wilderness spotting and 2 crowd-spotting (if that are the terms.) The enemy Rogue is called a "Barbarian Rogue, so not likely to have have any special modifiers.
Btw, is there a comprehensive guide to Hide and Seek and all the stealth stuff? I looked through the various mod descriptions and change logs, trying to find something that is current.