strategyonly
C2C Supreme Commander
That's not suppose to happen.
But for INland lakes and stuff, it looks very realistic, especially around the state i am from.
That's not suppose to happen.
But for INland lakes and stuff, it looks very realistic, especially around the state i am from.
Well, These could be optional modules. Plus, There are also Fey, Netherworld, and Underworld techs.
OK you C++/Python experts . . .
Is there anyway you can get the Automate Hunt in the action area, WHEN attached to a GG? would be nice, rather than moving him manually all the time
btw i FINALLY made it Sed Life for the 1st time (1st) since the tech changes
I'd never let the AI control a GG unit anyway; for hunters at least the automated hunting is not perfect when it comes to situational awareness (I've lost a few that could've easily been avoided via manual movement, for example after they ended a turn in a desert tile when there were enemies within attack range). Losing a great commander over something like that would sting even more than it normally does.
The first applies to the city if the unit is in one, the second applies to the plot.If this was in a "units" area, whats the difference between the 2 and are both necessary to have there??
Code:<PropertyManipulators> <PropertySource> <PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType> <PropertyType>PROPERTY_CRIME</PropertyType> <GameObjectType>GAMEOBJECT_CITY</GameObjectType> <RelationType>RELATION_SAME_PLOT</RelationType> <iAmountPerTurn>5</iAmountPerTurn> </PropertySource> <PropertySource> <PropertySourceType>PROPERTYSOURCE_CONSTANT</PropertySourceType> <PropertyType>PROPERTY_CRIME</PropertyType> <GameObjectType>GAMEOBJECT_PLOT</GameObjectType> <RelationType>RELATION_SAME_PLOT</RelationType> <iAmountPerTurn>5</iAmountPerTurn> </PropertySource> </PropertyManipulators>
Also if i want to have the AI build more units of a certain type, is changing the AIWeight higher a better way to go or not??
Yes and no. It will make it build that unit more, but in general it's A bad idea and will tend to distort things you didnt intend.
the real reason i am asking is because, now that we got the Bandits Hideout working, its not building the 2 early units, Thief and Rogue like its supposed to, it builds everything else in mass quantities but not those 2 for some reason??
the real reason i am asking is because, now that we got the Bandits Hideout working, its not building the 2 early units, Thief and Rogue like its supposed to, it builds everything else in mass quantities but not those 2 for some reason??
@SO
I really believe part of the problem is the lifespan of the BH. It's attached to only 1 Civic Banditry. Once the AI adopts the next Civic Conscription it's lights out on getting the AI to build the BH.
I had been playing around with making Conscription, Standing Army, and Vassalage to all allow the BH. In that game the AI began to produce a few Rogues. That game had progressed well into the Classical era and almost every AI was using Conscription by then. I did not see the AI build any Ambushers. I was and it's how I noticed the 1st Rogues starting to enter my land.
At the same time I had upped the iweight on Merc Camp and Stables and as soon as I did that my neighbors started building and sending a bunch into my empire. You and Hydro were upping the iweight on the Mercs at that time too.
JosEPh
For most of those, their actually going to soon be free on entering the city. Costs are under consideration but for now free does make some sense from at least one angle of consideration and as the coding is currently, its already possible to do this, so we're considering utilizing this method for perhaps all of such free promos given by buildings.Also is it possible to make promotions given by building to be purchaced by any unit in the city, not just those build there? Any old unit should be able to walk into a city and BUY bamboo armor, not just those units built there. And you should be able to retrain old units for all other promotions given by the building or World Wonder, like Pankration for Hellenic Monastary.
Interesting idea... goes along with some thoughts I've had about making the permanent bonus specialists possibly capable of being subtracted from the city and added back to the map as its form of GP... Just thoughts at the moment, no plans. I may look into your idea as well eventually since I think there's some good merit there.I am in the Middle Ages and have 15 Great Commanders, 5 of which have reached level 22, the highest they can go. After the advent of flight and the ability to shift these Generals very quickly to a needed battle front, I really do not need 15 of them. Is it possible to have a tech allow Great Commanders to be retired and become Great Military Instructers or use them to build the Corporations like for a newly recieved GG?
I am in the Middle Ages and have 15 Great Commanders, 5 of which have reached level 22, the highest they can go. After the advent of flight and the ability to shift these Generals very quickly to a needed battle front, I really do not need 15 of them. Is it possible to have a tech allow Great Commanders to be retired and become Great Military Instructers or use them to build the Corporations like for a newly recieved GG?
Interesting idea... goes along with some thoughts I've had about making the permanent bonus specialists possibly capable of being subtracted from the city and added back to the map as its form of GP... Just thoughts at the moment, no plans. I may look into your idea as well eventually since I think there's some good merit there.