if (bCanRoute)
{
//if (AI_routeTerritory(true))
//{
// return;
//}
if (AI_connectBonus(false))
{
return;
}
if (AI_routeCity())
{
return;
}
}
AI_connectBonus(false)
AI_routeCity()
AI_irrigateTerritory()
****
***
ive found the problem that makes the ai build cities far way from each other,
for now i removed the 3-4 tiles growth - any objections?
gradbot,
wow thanks first of all,
im really happy to know its your favorite!
so i need to mark /// the section you wrote ?
if (bCanRoute)
{
if (AI_routeTerritory(true))
{
return;
}
if (AI_connectBonus(false))
{
return;
}
if (AI_routeCity())
{
return;
}
}
if (bCanRoute)
{
//if (AI_routeTerritory(true))
//{
// return;
//}
if (AI_connectBonus(false))
{
return;
}
if (AI_routeCity())
{
return;
}
}
I think he means without the fix it's unplayable."I agree without that the mod is just not playable"
huh?
without 1-4 radius its not playable?
"I agree without that the mod is just not playable"
huh?
without 1-4 radius its not playable?
I am running a new game with Overlord 2 and I am wondering how you found a religion? What is required?
I have Nature Lore thingy but I cannot found Druidism.
Can someone point out what I need to have to found a religion?
Thanks
hey guys,
ive been working a lot on a new version,
i redid all of the buildings and unit costs, balanced them a lot,
and changed many attributes.
im not adding anything to 2.3, im changing everything to be more balance version then ever.
im thinking of loosing the mercenary system, cause i think, it doesnt add much fun - the ai build alot of them, and also, mercenary system changes the classic civ game - building units via cities only.
what do you guys think?
i will also try to make the version more stable for crashes, i removed some sdk codes, problematic maps.
im basically going through the entire mod.
i will release 2.3 once i will complete an extenssive review of all the mod parts.