not sure thats bad or goodI never see the AI build so much
oh my,RANGE_COMBAT_DAMAGE to 100 f
deadly indeed.
ill post a new dll tomorrow,
the collateral dmg you spoke of and some more should be better.
plus some more tweaks.
not sure thats bad or goodI never see the AI build so much
oh my,RANGE_COMBAT_DAMAGE to 100 f
((GC.getDefineINT("RANGE_COMBAT_DAMAGE") * (iOurStrength + iStrengthFactor)) / (iTheirStrength + iStrengthFactor))I don't succes do adjust damage correctly
you set thisI have try to give a 100% bonus combat mod against siege unit to a destroyer, and it nearly do nothing to the damage the catapult done. :?
well - think its not hard:s : what I want is the ranged strike do good damage to units of the same era, very good damage against unit which are vulnerable against siege unit (if we use the combat mod tag), and bad damage against more advanced units. A catapult of 5 power should do nearly nothing to a 30 power destroyer (event if we don't boost it against olders units).
I've been tracking down a couple of potential OOS issues in the last few days , and everything seemed quite stable. I imagine that you'll do some tests yourself with the DotO code. Once you have something that you think is an improvement over the current DotO version, you don't need to wait for me to finish up. That said, if you don't wait for me to finish the city trade code, then you may have to disable city trades somehow.but, i cant release until f1rpo will officially release his version of 097.
It's a question for keldath, but here's my take: v0.97 will probably include an XML option for a tech cost rubber band. It might also be possible to achieve a similar effect by configuring a low iAIHandicapIncrementTurns value in CivHandicapInfos.xml (named iAIPerEraModifier in BtS). Personally, I prefer not to play on Immortal or at least not on Deity because the AI modifiers become too implausible for my taste. If I were to start on Prince or Monarch, I expect that the difficulty would have to go up to Deity eventually, considering how crucial the early game is.I have always wondered why so few mods include a component like Rise of Mankind's Increasing Difficulty. I also remember there was a K-Mod modmod quite a few years back now, I forget the title, but it also included a component entitled Dynamic Difficulty, I think it was. These components seem so wonderful to me, yet so few mods include them. Could you possibly explain why you have chosen to opt out on this kind of component as well.
well, im light years form being best, but active,yeah, been since 2005, checking fanatics on a daily / hourly basis ...I know that you are one of the best and most active.
i like having various options that allow a player can style a really varied game each play.you have chosen to opt out on this kind of component
never played a game above prince, won maybe, 1...I prefer not to play on Immortal or at
oh, well, theres been good reports by my self and another that mp is stable,I've been tracking down a couple of potential OOS issues
of course, im eager to test thupdated 097 doto...sometime in the future...I imagine that you'll do some tests yourself with the DotO code
i always prefer to be aligned...you don't need to wait for me to finish up
well, ill cross that bridge (meaning bug you ) when we'll get there...then you may have to disable city trades somehow.