I know, would like to see that randomness at small values for normal leaders too. like somewhere between (-4, 4).Only NPC leaders had iAttackOddsChangeRand slightly increased.
Suggestion:10560
Barbarians and Neanderthals will build less units, but are more aggressive with attacking.
Animals now also will attack more.
This iBaseAttackOddsChange would be new thing for animal NPC.Suggestion:
Green Man
<iBaseAttackOddsChange>-10</iBaseAttackOddsChange>
<iAttackOddsChangeRand>20</iAttackOddsChangeRand>
Animals will then have an attack odds modification range of (-10, 10), that changes from turn to turn within that range.
Comparing with barbs in latest SVN:
who have an odds modification range of (0, 20) that changes from turn to turn within that range.
Make sense that barbs are chaotically more aggressive aggressors than animals who should just be chaotic neutral (swinging around the zero point).
Make sure not to turn it up too high. We have Aggressive Animals to control that as an option. If it's off, you should be able to get around in the wild without constantly being attacked by every animal you encounter - and many animals should never attack.This iBaseAttackOddsChange would be new thing for animal NPC.
This will add some dynamism to animals.
iAttackOddsChangeRand was at 16 [combat victory odds artificially adjusted by +0 - +16] and now its 20 but with iBaseAttackOddsChange at -10, that is combat victory odds adjustement for animals is now between -10 and 10 - not sure if this is randomly picked per battle or per turn.Make sure not to turn it up too high. We have Aggressive Animals to control that as an option. If it's off, you should be able to get around in the wild without constantly being attacked by every animal you encounter - and many animals should never attack.
Some questions that I think should've been considered before making any changes.I set iBuildUnitProb to 30 and iAttackOddsChangeRand to 20 for Barbarians and Neanderthals.
Animals got iAttackOddsChangeRand of 20 too.
Well barbarians already had iAttackOddsChangeRand close to 20.Some questions that I think should've been considered before making any changes.
1.Did you look at the settings for Aggressive Barbs before you made this change? That would've been ideal thing to do before making changes to SVN.
2.Do you know if Difficulty level makes adjustments to these settings?
3.If Barbs and Neanderthals (NPC) are too aggressive then lower level players may get killed too early in the game. (Testing)
Then How are the barbs made more aggressive or raging if these tags are not used???Those tag values that I changed aren't affected by Raging Barbarians
Other things are changed for barbarians in code with that option like spawn rate or willingness to attack city.Then How are the barbs made more aggressive or raging if these tags are not used???
Well this is controlled by different item - iBuildUnitProb - I reduced it from 45 to 30.Possible perceived problem, Barbs build units faster and more of them in early game than player and AI. Will barbs now overrun fledgling empires? We shall see won't we!
The value is only picked at a per turn basis.that is combat victory odds adjustement for animals is now between -10 and 10 - not sure if this is randomly picked per battle or per turn.
Good point ti keep in mind then.The value is only picked at a per turn basis.
Obsoleting buildings does not reduce memory usage from cities that has built the building, as a building built in a city will still be counted as a built building in that city after it obsoletes.
Of course, new cities will never build the obsolete buildings, so in that sense it does reduce memory usage of cities. ^^
I don't know, depends on how you see things I guess.I see. Are we at a point where the number of buildings is so great that they are becoming a memory problem?