perilousride
Chieftain
- Joined
- Feb 24, 2012
- Messages
- 67
I recently lost a stack of 11 workers to this hellbeast pigeon.
They probably captured the workers, then used them to build an elaborate system of nests.
I recently lost a stack of 11 workers to this hellbeast pigeon.
They probably captured the workers, then used them to build an elaborate system of nests.
And with all that production they produce spaceships before you and meet you again on Mars where you will submit to the mighty Pigeon civilization or die.Or settled them as slaves to go towards their production thereof!
And with all that production they produce spaceships before you and meet you again on Mars where you will submit to the mighty Pigeon civilization or die.
The point you're making here, whether you realize it or not, is that we could do to have more indepth ai strategy structures that guide a lot more about the decisions they make. I have long thought so as well. There IS some of that in place, but it could definitely use some extreme deepening. Its something I'd like to get to eventually once I understand the ai in all areas of the coding more. I just need to improve a bit as a programmer to feel fully confident in such a venture. One thing I'd like to do that I mentioned elsewhere, would be to not only deepen how these leaders play, but also would like to establish ai routines that represent how those who have been creating and giving vast feedback to the mod might play.I was obviously refering to the tribe. I am not saying that they actually stuck by their beliefs, nor was I defending it. It doesn't matter if they, or the Nazis are hypocrites. It doesn't change the reasoning behind their actions. I am just saying what it was, which is true. People tend to think people like Hitler thought how we think nowadays. The way people thought during his time was a lot different. I personally don't like Hitler, or anybody like him. Anybody who would even lay siege to a city disgusts me, because innocent people are going to starve. However, I still remain objective.
Alexander's charisma trait doesn't do anything to make him more like Alexander. I face him in battle, and beat him easily. It all comes down to what happens in the game, and none of the leaders play out like they would. My idea would force them to have some semblance of their real persona shape their progress.
I don't see Stalin industrializing, keeping everything regulated by the state, and forcing his people to work harder through fear. Every game I play, he is pretty much irrelevant and behind in everything.
We really don't have any evidence of any great leaders during the stone age. So are you just going to make people up?
It is like when Greece came out of the dark ages, some handful of great people had to exsist that we have no record of.
Anyway, I can see why you would want to have leaders die and be replaced. It would be weird with Greece, since they hated kings for long periods of time. They more had a ruling class.
I guess you mean during classical Greece is one leader like Pericles, but that would still mean he lives a lot longer than he would anyway. So, I could be stuck with some guy I don't want during one period of time?
Edit: Also, the AI is weak and predictable. It should have some advantages based upon leadership. I want the AI not only to be able to compete with me, but eachother. I hate knowing who is going to be my main rival and which civs have no chance at all within the first era of the game.
The point you're making here, whether you realize it or not, is that we could do to have more indepth ai strategy structures that guide a lot more about the decisions they make. I have long thought so as well. There IS some of that in place, but it could definitely use some extreme deepening. Its something I'd like to get to eventually once I understand the ai in all areas of the coding more. I just need to improve a bit as a programmer to feel fully confident in such a venture. One thing I'd like to do that I mentioned elsewhere, would be to not only deepen how these leaders play, but also would like to establish ai routines that represent how those who have been creating and giving vast feedback to the mod might play.
Anyhow, improve the ai by deepening its strategic varieties... its on the list.
EDIT: oh, and that pigeon leaderhead graphic... FRICKING AWESOMELY HILLARIOUS!!! great laugh guys! How on Earth did you whip that up so suddenly???
Sure, you laugh now, but they're actually the dominant force in the galaxy:
Resistance is futile!![]()
GREAT stuff, you ought to do stuff like that for C2C!!![]()
Modifying them toward player tendencies may help them to compete with the player, but it may also hurt them. The AI builds giant stacks of troops just in case. They have to be preventive of a player who may build an even larger stack. So, just in case a player builds 20 units, they might build 24. I think you should implement units requiring food just to keep this in check.
Also, if you modify every leader the same way, it still makes each leader vanilla. Even with the traits they are vanilla. They get a few bonuses for certain things, but they are all the same with a different name. They might as well be leader 1 (not the Go-Bot), leader 2, leader 3, leader 4, leader 5. It is kinda like playing a video game with the same boss at the end of every stage.
Would that be so bad?We really don't have any evidence of any great leaders during the stone age. So are you just going to make people up?
Anyway, I can see why you would want to have leaders die and be replaced. It would be weird with Greece, since they hated kings for long periods of time. They more had a ruling class.
Well hopefully, the length that your leader is the leader will be based of off government civic so the leader would. Also the leader would be chosen from your available governors so you would have control over what kind of leader you want.I guess you mean during classical Greece is one leader like Pericles, but that would still mean he lives a lot longer than he would anyway. So, I could be stuck with some guy I don't want during one period of time?
45°38'N-13°47'E wrote:
I also agree that C2C is way overdeveloped. It may be nice to have thousands of buildings and so on but it's almost impossible to play, especially on MP. There's no stable version, it's impossible to play a game from the start to the end with the same version because it's a work in progress. It's kind of playing a game were rules are changing constantly: not my kind of game, definetly. I hope that when developers will get tired of developing C2C, they will not leave it as an unfinished version; I hope there will be a final version with no bugs (or almost no bugs), that will be playable without having to deal with changing rules from one turn to another.
Here is an excerpt from another Mod forum on a C2C discussion. I thought the team might want to read it and consider what others are saying about the mod and their perception to C2C's implementation.
This post was a general summation to the preceding posts in that forum.
Maybe it's time to step back and take an overall look to see if there is still a common goal for C2C? And possibly get some of the loose ends tied down? Or has the mod lost it's way? It would seem that some of the onlookers think so.
JosEPh
Here is an excerpt from another Mod forum on a C2C discussion. I thought the team might want to read it and consider what others are saying about the mod and their perception to C2C's implementation.
This post was a general summation to the preceding posts in that forum.
Maybe it's time to step back and take an overall look to see if there is still a common goal for C2C? And possibly get some of the loose ends tied down? Or has the mod lost it's way? It would seem that some of the onlookers think so.
JosEPh