Crazy Spatz's Alpha Centauri Mod

Considering it crashes right after combat could it be that runcombatsim?

RunCombatSim or EndCombatSim, possibly, but I've never seen anything crash DURING those events. If you're running FireTuner, it'll give start and end messages for these events, and I never see a start without an end, so it's at least completing the event. Now, maybe it's crashing afterwards, when freeing up memory allocated during those events, or something along those lines, in which case it could still be related to the event without actually crashing inside the event itself. But if that's the problem, I'd have no easy way to fix it.

If you have a good system monitor program, you might just want to check how much memory and video ram are being used at any given moment, and see how close it came when it crashed. Some of this info is stored in the logfile as well.

The other crash with Russia is much different, in that there is not combat at all. I simply just try and produce a unit and it crashes as soon as I click.

I've never seen that happen. Which unit are you trying to produce? And by "produce" do you mean select it to start building, or did you rush-buy the unit directly? The fact that you said you hadn't gone past the Medieval Era and turn 250 means it's probably not one of my units, so I'm not sure how it could be my mod's fault.

It's possible that this is similar to the above event; instead of RunCombatSim, there's a SerialEventUnitCreated event triggered when a new unit is created. It shouldn't be nearly as much of a problem as RunCombatSim, but you never know.

But let's get a few easy questions out of the way, first:
1> Are you using ANY other mods? I don't just mean gameplay mods, I mean anything. UI tweaks, custom map scripts, et cetera. Anything can cause conflicts that manifest in strange ways.
2> Did you ever edit any of the files in the vanilla game's asset repository? I'd sure hope not, but some people who are just starting out modding think that that's how you're supposed to do things, and are surprised to hear it causes conflicts.
3> Have you tried verifying the game's files and clearing the cache? You can do both from within Steam. Verifying the files is much faster than re-installing and re-patching the entire game.
4> Are you using any other mods for a different savegame in the same session you play mine? Civ5 has a secondary cache issue where it won't fully unload mods from one savegame before loading the next. Generally you can get around this by exiting the program entirely, re-entering, and then only loading the exact mods needed for a game. (I never have this problem because I only ever play my own mods.)
5> When's the last time you updated the graphical drivers for your computer's video card? I hate to be That Guy, but this happens all the time, and given how often the drivers are adjusted for things like DX11, I wouldn't be surprised to see something screwy going on there.
 
1. Nope. I used to and have some installed, however all mods not including this one are unchecked and haven't been used since I tried my first game with your mod with REM/tree growth/active city defence. Second game no other mods active
2. I have not.
3. I am doing that now. when complete I will re-try and see if it crashes.
4. I pretty much only came back to civ because of your mod as the end game was pretty boring and I had usually won by then. Any increase in difficulty just made me lose or was boring ( I hate it in games were greater difficulty just means AI gets massive cheats).
So short answer: no.
5. Quite a while. I check dell driver support every couple of days to see if there is a new driver out for my card, as getting it direct from the website doesn't work. So there hasn't been any new released. I could try re installing the recent driver?

It was not a quick buy, I first tried to start making a simple horseman. Then tried worker. Then tried just wealth.
I didn't know what firetuner was until a quick google 2 seconds ago lol. I could try enabling it and looking what it says.
I don't have any monitoring program, I could check in task manager or is that not good enough? Pre freeze everything is fast and I can alt tab out with ease.
 
My crashes are usually for the same reasons Spatz mentioned. Mostly improving a tile that's already been improved and for trying to move units further than they can go in one turn.

I wonder if it's the maps too. I was having a lot of crashes on the Continents map and the Pangaea map, but in my current game I'm playing the Oval map (standard) and I'm on turn 717 and I've only had one crash (improving an improvement), which is pretty amazing for this game!

I won the game a while back with a culture victory followed closely by a diplomatic victory when I allied with all the CSs, but I love playing with this mod so much and the future techs and units that I want to just keep on playing until I wipe everyone else off the map!

Spatz, you've definitely given me the "just one more turn" bug with this mod and I really thank you for that!
 
Well I tried to validate and steam said 1 file failed to validate and will be reacquired. The game will not start at all now. stuck on the preparing to launch. So I'm guessing the good news is that your mod is fine so I can play it, hopefully a fresh install will solve it. Strange how I hit the 100 hr mark and then the game starts to crash.
 
I was having a lot of crashes on the Continents map and the Pangaea map, but in my current game I'm playing the Oval map (standard) and I'm on turn 717 and I've only had one crash (improving an improvement), which is pretty amazing for this game!

It's possible that the pathfinding is breaking for naval units and such, which'd be much less common on maps with limited oceans. Now that I've fixed the Great Plains-type maps (which have NO ocean, other than that little area in the lower-right), those might be a good place to check this theory.

If you'd been having this problem in the future eras, then I'd wonder if it could be breakout-related. Something like, a Spore Tower on a remote 1-hex island is spawning tons of mindworms, which can't leave the island and so are stacking up on that hex. In the next version I'm going to try explicitly giving mindworms and Chiron Locusts the defensive embarkation promotion. Or maybe I'll switch the Chiron Locusts (both Wild and player-made) to have the All-Terrain promotion, like the Vertol and Nessus Worm. Either way, if they spawn on those islands they can leave easily.

But since this is happening to people well before then, I don't see how it could be caused by any of my units; the only two units I added before the Digital Era are the Combat Engineer (at Dynamite) and the Colony Pod (at Globalization).

but I love playing with this mod so much and the future techs and units that I want to just keep on playing until I wipe everyone else off the map!

When are you winning? If you're consistently getting the cultural and diplomatic wins before the mid-Fusion era, then I need to tweak the game's balance a bit further, because it's not supposed to be easy to win before then.

The diplo win needs a bit more AI tweaking, and I'm not sure I CAN do that; in the short term I'm going to try making a few more of the leaders diplo-heavy, like Washington and Elizabeth, to where it's not just Siam and Greece picking up all the alliances. I'd previously reduced the benefits of bribing city-states with gold, and increased the frequency at which they offered you missions or rewarded you for killing barbarians and gifting units. I can tweak those numbers further, if people are still winning by bribery, because that really shouldn't be the primary way of doing things. One of the other things I can do, which several other mods have done, is remove the "kill another city-state" mission from the list of possibilities, since this happens so rarely that these city-states get stuck never being able to offer another mission again.

The culture win can easily be altered by adjusting the amount of culture needed per policy. Although, I don't see how you CAN win a cultural win before the Fusion Era, given that each branch has one policy with a tech prerequisite in the future eras, so I'm not as worried about that one.

Actually, my biggest concern is still the military win; IMNSHO it's just too easy to go on a conquering spree, given the AI's incompetence, at least on King or below. (On Emperor, the AI will be equal or ahead of you technologically, so it's a lot harder to roll over them.) I regularly hit a point in the late Digital/early Fusion where I control half the world and it's just a question of mopping up, and I'd prefer that point to happen towards the END of the Fusion era, just when Titans and Orbitals are unlocking. They're really supposed to be the "Game Over" units, like the Giant Death Robot from the vanilla game.
 
Updates from this evening's playtesting:

1. Reached the Nuclear era in turn 427 via the Oxford University free tech. I did this before I went for the Cristo Redentor (i.e. one of my benchmark Wonders), and it cost me dearly, as Siam bagged the C.R. five turns before I was able to get it. The only reason I went for the Oxford when I did was because I was going to expand via planting a new city to get a uranium deposit and I didn't want to have to wait to build a Uni in that city. Otherwise I would have waited (as I usually do) to build the Oxford Wonder until after the C.R. Won't be making that mistake again! However it is good info in that the AIs are relatively close to building my benchmark Wonder (the CR) at this point.

2. I have not had a problem at all with money in the early game of either game I've played so far with this version of your mod. In fact I was almost swimming in money this evening in the early game. My opinion would be that it should be harder for a human player starting out in the Industrial era: a human player can optimize his strategies for this start (much like a chess player already knows how to optimize his starting strategies versus his opponent's opening moves, simply because he has played the opening gambits so many times previous). So my vote would be to scale back the money slightly on the Industrial start at this point.

3. I seemed to be receiving an inordinate amount of techs via the KGB this evening. Again I received two free techs on the same turn. I didn't count the number of free techs, but it was a difference maker in this game, if only because I got APCs and Advanced Ballistics for free. See pics.

4. Concerning "If I were the AI": nuff said concerning the uranium mine on the border.

5. Egypt sliced and diced Persia this evening. I'm assuming the Egypt AI went for the conquest mode, whereas Persia went a too peaceful route.

Game crashed shortly after this, but am going to resume now (am assuming the crash is not repeatable).

D
 

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When are you winning? If you're consistently getting the cultural and diplomatic wins before the mid-Fusion era, then I need to tweak the game's balance a bit further, because it's not supposed to be easy to win before then.

Sorry, I mixed up my turn numbers when I said I was currently on turn 717! I must have looked at the time because I saved the game at 7:17pm!

I'm actually on turn 801....haven't had a chance to play anymore since I last posted. I've just entered the nanotech era and as you say, I'm just mopping up the remaining civs and cities.

I can't remember exactly what turn I won the cultural victory at, but I think it must have been around the mid-fusion era. Next time I start a new game I'll make a note of where I am when key things happen! Like you say it must have been late because I started getting those final policies unlocking and then got the option to build the Utopian Project.
 
Notes from this morning's playtesting:

Game is Tiny Continents Emporer Industrial start.

1. Again swimming in money: I had three Great Merchants in the early game which gave me well over 1000 Gold, allowing me to buy several buildings (or if I had needed to I would've bought several units).

2. Concerning "Missed it by one" pic: My benchmark for the Nuclear era is 440 - got it in turn 439 via the KGB. At the time I was researching Combustion, so it would've been a while otherwise.

3. Concerning "A good turn" pic: peace with the Americans (which brought me 800 gold and a city to raze), and stealing Electronics via the KGB.

4. The Americans had gone the military route early in this game, and had never even founded a fourth city. Now that they ceded one city to me they are complete cripples, and I can focus on accelerating my tech research and culture in this game.

D
 

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If you'd been having this problem in the future eras, then I'd wonder if it could be breakout-related. Something like, a Spore Tower on a remote 1-hex island is spawning tons of mindworms, which can't leave the island and so are stacking up on that hex. In the next version I'm going to try explicitly giving mindworms and Chiron Locusts the defensive embarkation promotion.

Can you make so that modern and future units also have that promotion? It just doesn't make so much sense to me that an embarked marine can not even do 1 damage to a Destroyer.


I'd previously reduced the benefits of bribing city-states with gold, and increased the frequency at which they offered you missions or rewarded you for killing barbarians and gifting units. I can tweak those numbers further, if people are still winning by bribery, because that really shouldn't be the primary way of doing things. One of the other things I can do, which several other mods have done, is remove the "kill another city-state" mission from the list of possibilities, since this happens so rarely that these city-states get stuck never being able to offer another mission again.

Oh, please, remove the "kill another city state mission", they may not appear so often, but once they do, and also since you buffed the CS so much (They're much stronger) doing that mission is counter productive (Everybody will hate you) and also you cannot change that mission once is up, forcing you to bribe or gift units if you want influence. If possible you can make them to shift between mission per some turns.


BTW: I've noticed some strange happenings; the AI is using their GS to scout, I've seen Greek Great Artist scouting in the middle of the sea going nowhere, near barbarian camps, and Egiptian Great Merchant is used to scout my territory going there and here.
Uh also, In my game Suleiman declared war to me (We were friendly) twice when I had the military lead, I was on medieval and he was still on classical with spearmans, of course when I counter attacked they surrendered and they did that twice. Why the AI do that sort of things if they know I have the lead? Rome did the same thing also, albeit they were on Renaissance and I on Industrial.
 
Can you make so that modern and future units also have that promotion? It just doesn't make so much sense to me that an embarked marine can not even do 1 damage to a Destroyer.

Well, first of all, it IS realistic that a marine transport couldn't do any damage to a destroyer; those things are practically defenseless. The problem is that in real life, that transport would have its own set of escorts, and Civ5 doesn't really allow for naval escorting very well. If you're doing an amphibious operation you'll need to screen it with half a dozen destroyers and battleships, and even then there's a risk of something getting through and wiping out the invasion force. The AI, of course, doesn't understand this concept well enough to do that sort of advanced tactic; that's why I created the Colony Pod, a settler with built-in escort.

The other reason not to do this is that it makes the Songhai trait mostly worthless. Now, I'd still be okay with having their bonus effectively end at a certain era, like how the French stop gaining the extra culture once you're in the Industrial, but this'd require careful rebalancing. Some civs' traits extend well into the future eras (Persia, Siam, Greece), others not so much.

also since you buffed the CS so much (They're much stronger) doing that mission is counter productive

I wouldn't say counter-productive; conquering city-states is often still worthwhile, because of their resources. Besides having a higher concentration of strategics than normal terrain, at map creation the game reserves at least 3 luxury resources to ONLY be found near city-states. So there's still sometimes a good reason to conquer a couple of them for that reason.

And there's another reason that I've mentioned before: if you don't think you can win a diplomatic victory, the easiest way to ensure that no one ELSE wins by diplomacy is to conquer a handful of city-states. The number of votes needed to win depends on the number of civs and city-states that began the game, so if you can conquer even a few of them, the other civs will have no way to reach the 50-66% threshold needed to win.

Why the AI do that sort of things if they know I have the lead? Rome did the same thing also, albeit they were on Renaissance and I on Industrial.

Basically, the criteria for going to war combines several factors: army size, tech level, proximity, denunciations, and so on. So the AI might have been high enough in those other categories to overcome the tech disparity, at least in its eyes, but in practice it'd be horribly outgunned.

And dinobot, I'm sure that's a fake. Firaxis will make a big deal about releasing the DLL SDK, and you'll hear the Hallelujah Chorus echoing around these boards when they do. Also, there's no way they'll release it while there's still a big patch in the works (which there is). (Also, there's a difference between the simple DLL and what we really need, which is a way to CHANGE the DLL.)
 
And what about the AI misusing their GP?
Egipt have some Great Merchant running near my capital all the time since I allowed them open borders and sometimes I spot greek Great Artist scouting through the seas (surprisingly it hasn't been killed yet).
Also I've noticed the Egypts have builded a Great engineer factory on a desert plot when there were clearly much better options (Hills or a river)

BTW; can you change the "Kill city states mission?" What you said make sense, but really, being stuck on that mission when you don't have the intention, will or aren't just capable of doing that is really annoying, you have to bribe them or just fill them with units (Can you tell me the rate of that? Is the value of the unit that gives you more influence or every unit gives fixed influence?). Right now all the CS of the map have a mission of kill another city state.
 
And what about the AI misusing their GP?

Not much I can do about that. All AI actions are probabilistic, so until the AI decides to actually use his GP for something, there's nothing stopping him from exploring with them. I can try tweaking the flavors, but this'll always be a possibility.

Also I've noticed the Egypts have builded a Great engineer factory on a desert plot when there were clearly much better options (Hills or a river)

Actually, I'd often rather have it on the desert. All GP-made improvements, other than the Monolith, add a flat amount to the hex they're on. So +7 production on a desert is just as useful as +7 production on a hill, as long as you intended to work the Manufactory anyway. The difference is that a grassland/hills hex can have Forests planted on them, and are far more likely to have resources. The desert's resources are pretty much Oil, maybe Aluminum, or nothing. So there's less chance of accidentally planting on top of something you really need. Also, a river adds +1 gold to all adjacent hexes, regardless of what improvements are on it (including the Monolith), so it doesn't matter what Improvement is on those hexes.

Point being, placing the GP buildings on the high-yield hexes creates one super-awesome hex, but placing one on a lower-yield hex gives two hexes that are both worth working. Once you get to the point where improvements' yields increase, that can actually make a difference. Placing a Manufactory on a desert and a Trading post on a grassland might give the same total yield as the other way around, but how often would anyone actually work the trading post-on-desert when you could just slot a Merchant specialist?

BTW; can you change the "Kill city states mission?"

I can disable it, I can alter the amount of Influence it gives (currently 80), and I MIGHT be able to adjust how often certain types of minor civs offer it. But I can't change it into anything different, like "kill that city state's units".

For now I've disabled it in my own version. It's a very easy change, one line in GlobalAIDefines. But as usual, even if I were to give you a new version today (which I won't), it wouldn't change your current game.

you have to bribe them or just fill them with units (Can you tell me the rate of that? Is the value of the unit that gives you more influence or every unit gives fixed influence?).

Every unit gives 4 influence regardless of type, as long as it's a Land combat unit. (It's 2 in the vanilla game.) This is more than a bit abuseable, as you can churn out Scouts well into the Digital Era, but the AI generally won't mess around with this and I try to resist the temptation to do that.

What I'd need to do is add an "Explorer" unit as an upgrade to the Scout, at around Astronomy, so that Scouts could go obsolete well before the future eras. Sort of like how I added Combat Engineers for Workers. So the Explorer might have submarine-type stealth, 3 MP, regeneration, and greater visibility; great for exploring Terra-type maps once the new continents unlock, and they can cost enough to not be practical for this sort of gifting.

The bribe equation is far more intricate, depending on non-linearly on the size of the bribe and the number of turns that have passed since the game began. But it runs about 30% less influence than in the core game.
 
Can I use this mod on a game I already started? Used no balance mods only Red and InfoAddict. I am in the Renaissance.
 
Can I use this mod on a game I already started? Used no balance mods only Red and InfoAddict. I am in the Renaissance.

No. No content mods can EVER be added to games already in progress.

Also, it's incompatible with RED.
 
Okay, I just played a game through from the Ancient Era to the spaceship launch. I could go further, but it's really been a mopup game since the early Industrial. Things I've learned:

(Small Continents/Standard size/King/Ancient Start, playing America)

> There's a stretch in the early Industrial that's just BRUTAL. I had an income of -80, and zero Happiness. I'd just conquered Greece, and having to build all of the gold and happiness buildings in each of the new cities took forever, and until that was completed I was running Wealth in half my cities and spending my stocked Great Generals just to get a couple extra golden ages for cash.
Now personally, I liked it. But your mileage may vary. If you start in the Industrial, you get a free Market, Bank, Temple, and Colosseum, so I guess I never noticed this before, but it's a HUGE penalty to anyone who goes on a military rampage without planning ahead; between city growth and the lack of happiness buildings in the captured cities, I went from +40 to negatives VERY quickly.

> Another part of the above Happiness issue was the denunciations. I'd conquered two civs (on an 8-civ map), and the other five civs hated me for the rest of the game, denouncing me every chance they could. As a result, I could never trade for the luxuries I was missing, which made it much harder.

> The culture equations need tweaking. In the early Nuclear I'd filled five full trees, minus the future tech-gated policies, and had to unlock a sixth one. And that's with not building culture buildings in most of my cities. (Granted, I did take the Piety branch so I was a bit higher on Culture than normal.)

> While I had a decent supply of each resource (a bit low on Coal, a bit heavy on Oil, VERY heavy on Aluminum), India had by far the most Uranium of any civ, and Gandhi beelined for nukes. As a result, his words were backed by NUCLEAR WEAPONS. Which he used on the Songhai, twice, before I even finished my own Manhattan Project.

> Since I was the tech leader for most of the game, I stole no techs with KGB. But I know that India, at least, stole several from me. (Debug print statement.) In other words, it was doing exactly what I'd intended it to do; despite the fact that my empire was three times the size of anyone else's and my score was higher than everyone else's combined, they were able to stay close enough to still be a threat.

> Greece didn't bribe a single city-state. I wiped them out in the late Renaissance/early Industrial with cannons and riflemen, but normally they'd have had half a dozen alliances by that point. There wasn't a Siam in the game, so no one did much bribery.

> I bribed two city-states early on, both Military/Hostile. It was very strange; they kept giving the same missions. Both wanted a Great Merchant, then both wanted the same Wonder, then both wanted a road, then both wanted a Great Scientist...

> The AI just never seems to build the Apollo Program when I play, making it easy to win the space race even if the AIs are ahead of me technologically. I'd lowered the Spaceship Flavor from 250 (must build at all costs) down to 100 (important to build, but not game-breaking). But it seems that this is just too low, so I'm going to return it to the default in the next version.

> In ~500 turns, I had 3 crashes, one of which required a reboot. Of the other two, one was when I tried creating an improvement on a hex that already had one, and the other was when I tried moving a ship very far, very quickly, and it tried to reveal too many hexes at once. In other words, the main two crash bugs we'd already seen.
I've tweaked a couple things that MIGHT have been responsible for the between-turn crashes, so when the next version comes out I'll want to hear if there's an improvement for anyone else.

> I don't think the culture boost to Theaters that I added to Theocracy is working. I'll try testing it tomorrow, but I don't want to recompile anything and ruin my current game.

> At least one time that I saw, the SpatzUnitCreated function triggered strangely. It passes in the player's ID and the unit's ID, which I then use to get the unit's structure. The strange thing was at least once, it went in there but said the ID was invalid. I didn't have a print statement to find out WHICH unit it was, but it's very strange that this would happen. My hope is that it's something like a great person or settler, something that doesn't trigger the things in that function that I care about anyway. (Specifically, the Rookie promotion.)
Just something to keep an eye out for.

> If the game loads the Balance mod before the Content mod, this next part works fine, but if they're reversed then there's a problem. The problem is in the Planned Economy policy.
VANILLA GAME: -50% to city count unhappiness
BALANCE MOD: change to -25% to city count unhappiness (because the base unhappiness is now 4 instead of 2), and alter the text key.
CONTENT MOD: move the -25% unhappiness to Planned Society, and change Planned Economy to a +20% trade route income boost. Alter the text key and flavors accordingly.

So if it loads Content then Balance, you end up with two policies that give -25% to unhappiness AND Planned Economy also gives the +20% trade route income (but doesn't say so in the tooltip).

I need to change this. I can't keep having both mods adjust the same policy. So the question is, how do I resolve this? Three options.
1> Remove the modification from the Balance mod. If someone plays the Balance mod without the Content mod, the policy would give -50% to unhappiness (basically, +2 per city), extremely powerful.
2> Move the final modification to the Balance mod. That is, make Planned Economy give the trade route income there; if you played the Balance mod without the Content, then, there'd be NO policies that do the -25%.
3> Leave it as is, and hope it loads in the correct order.

I'm leaning towards #2. The issue is, if someone plays Balance-but-no-Content, is the removal of the happiness policy too crippling?
 
#2 shoulden't be that much of an issue, because 1. A person using the Balence mod is almost certain to be using it for content, 2. After that they would have to choose order to even notice the difference

Off topic, how goes the unit conversion? Anything new come up or giving you problems? An idea I had for the power armor was to alter the longswordsman model, recolor etc, give it a gun and infantry animations, is that a good idea?
 
#2 shoulden't be that much of an issue, because 1. A person using the Balence mod is almost certain to be using it for content, 2. After that they would have to choose order to even notice the difference

1> I don't want to force the players to use both mods. In theory, you should be able to use my Balance mod in conjunction with other people's content, or just by itself, and conversely, you should be able to use the Content mod without having to use my Balance mod. Considering that significantly more people have downloaded the Content mod, I'm assuming this happens regularly.
Of course I always use both in my own games, but this is the reason they've remained separate mods, despite the difficulties this has caused.
2> While the impact is admittedly small, it's just that in general I'm trying to minimize alterations to the vanilla game's eras. So even if that was the best solution and one I personally wouldn't have a problem with, it's not the sort of thing I want to do on a whim. Between the Theocracy change and the Planned Economy change, there'd be significantly less Happiness available from Policies, and I'm worried it might just be too much of a problem for people who don't add my Content mod.

Off topic, how goes the unit conversion?

Basically, it doesn't. Unfortunately I can't find a version of NexusBuddy that's compatible with my system (probably a 64-bit issue), and the people who initially made it have long since abandoned Civ5. Without that program I can't convert the existing Civ4 files into a form usable by Civ5. So I'm unable to convert any units at all, until I can figure out some other way around the problem; I've been trying other methods, but so far no luck.

As for your suggestion, the problem with adding guns to existing models is that Civ5 doesn't handle multi-object models like Civ4 could. The first step in converting a Civ4 unit to Civ5 is to join all of the pieces into a single model, and that means that adding new animations to an existing model would just be painful. So for now, I'm trying to stick with models that don't have external guns and such, to minimize these headaches. For the Assault Powersuit, I was just going to use a scaled-down Shadow Hawk-class Mech; humanoid, armored, identifiable weaponry.
 
I don't know why, but nobody has ever launched the spaceship but Ramesses was able to trade Dilithium and that resource that come from space (Srry I forgot the name), when he doesn't seem to be on the future era.

Another thing I've discovered: The Nuclear plant gives the same production boost as the Solar Plant, while requiring Uranium the solar plant does not require anything; maybe you can reduce the price of the nuclear plant? (To make up for that; yes I know Solar plant requires desert but) or boost it. Or is this intended?

Also on my game the romans again declared war against me, this time the military difference was very big and I managed to blitz their 10 cities in less than 15 turns (They barely had units and I had a big army); we were friendly and they still did that knowing that they would lose, why they do that? I don't understand. They didn't even managed to attack anything, they camped all the time and didn't offer any resistance.
 
I don't know why, but nobody has ever launched the spaceship but Ramesses was able to trade Dilithium and that resource that come from space (Srry I forgot the name), when he doesn't seem to be on the future era.

I'm trying to figure out now what happened to the spaceship; it USED to work just fine, but the AI doesn't seem to build it any more.

As for the rest, building Wall Street gives 1 unit of Dilithium and 1 of Omnicytes. You can trade those before reaching the techs in question. (It's a design flaw in the Building Resources module I appropriated from some other folks. I'll see if I can fix it myself; it's the reason I removed Neutronium from that building.)

Also, once the Breakout happens, you no longer need to launch the spaceship; you're given the Centauri Ecology tech (which gives Omnicytes) and can progress from there.
Also again, the tech that unlocks Dilithium doesn't depend on the spaceship. So having a civ that never launched a ship trading these resources isn't a bug.

Another thing I've discovered: The Nuclear plant gives the same production boost as the Solar Plant

That's in the core game, nothing to do with me. Since the two buildings are mutually exclusive, I can understand why they'd give them the same benefits, but I'd still think there could be some other factor, like giving the Solar Plant a far higher maintenance cost.

The problem is that the AI is particularly bad at this sort of thing. If it unlocks that tech first, it'll build a Nuclear Plant in a city that COULD have a Solar Plant, whereas the player might know to hold off in that particular city. This sort of thing is bad enough now, but if you make it so that the two have different benefits, then the AI just won't understand when it's appropriate not to build the weaker one in a city that could have either.

we were friendly and they still did that knowing that they would lose, why they do that?

My guess is that that's exactly why; they knew it was only going to get worse. Also, the AI is inherently probabilistic; a trivial detail like a horrendous military imbalance only makes an aggressive AI's war declarations less likely, but doesn't stop them entirely.
 
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