Just finished a game with 3 friends and 4 bots - it was pretty fun, sadly i forgot to turn on logs.
We had a few issues during our game (Beta 2/17):
1. When the turn ended while being in trade windows with one of the bots you'd need to reconnect since you could not close the trade window.
2. Desync loading screen after every reconnect (not too much of an issue)
3. Quite a few desyncs in lategame wars (Maya had like 6000 points in military so not too weird i suppose)
4. Maya didn't really use all the military they had. I conquered two cities solely with my fleet and did not have any units to defend them, yet mayas infantry was just standing at the borders watching. They rarely attacked any city in general. (Prince difficulty i think)
We'll play another round with the new beta this evening (without bots but more players), i'll enable log for that.
PS: Is it possible to include InfoAddict into this multiplayer version? We really miss looking at those graphs at the end of the game.
Reported AI acting badly several times, no acknoledgement for now.
My last few games were walk in the park in term of war.
Quite a few means almost every time you throw a few nukes in one round (2 nukes on a city which killed like 10 units surrounding it) and every 3-5 turns after we prohibited nukes.Lenox: Gazebo posts the changelogs of the new versions in the CP subforum.
Svonn: When you say "quite a few desyncs": How many approximately in how many turns?
Concerning the AI I noticed that sometimes when they get the chance to kill an enemy unit they just don't do it.
Example: City siege, city bombards attacking unit and leaves it with very few HP left. Now the ranged unit that is garrisoned in that city would have the chance to easily kill this unit, but instead they fire at another unit with full HP.
Patently untrue. Besides, Ilteroi and I do most of our discussions on github and in the DLL. Please don't make it sound like we're not listening.
G
Sorry, reading myself again and I can see that this looked pretty aggressive.
But it's true that other and I have been reporting really weird AI behavior in a few topics, without answers, so I was under the impression the subject was kind of taboo, as nor you nor Ilteroi answered.
I'll go and take a look on github, but I still think that it's one of the biggest issue remaining. I reported some really bad moves in detail here : http://forums.civfanatics.com/showpost.php?p=14164833&postcount=17 and elsewhere. I could post more and give logs, but I doubt logs are helping in this case.
Edit ; ok, I even spot some issues you created on Github as possible explanations for the bad AI behavior I saw. I'll try to check that more in details and to spot patterns.
Just because we don't respond to every post on something doesn't mean we aren't listening. Best place to see what we're up to is on github we document most everything on there.
G
Hello, I just starting playing with this mod in single player. I noticed I could not steal a worker from city state with my scout, is this an error or a feature? (I'd move on top of the worker and it'd just move away next turn instead of turning into my worker)
My girlfriend and I are having desyncs at the end of every turn or two. We observe this with both the 1/23 No-EUI build and the 2/24 beta build. No other mods installed. I've attached the logs; any help would be greatly appreciated! The logs are from the 2/24 beta build.
We also had a problem where we couldn't build improvements on the resources added by the More Luxuries component, but the "Verify Integrity of Game Cache" button in Steam seems to have fixed that.
I have the exact same issue...literally unplayable