Cymsdale
Prince
- Joined
- Nov 14, 2005
- Messages
- 460
Recommendations have been in pretty much every civ game, no?Yeah, I don't like this at all. I hope we can turn it off at some point.
Just ignore it, not that big a deal.
Recommendations have been in pretty much every civ game, no?Yeah, I don't like this at all. I hope we can turn it off at some point.
This is simply not realistic diplomacy.
Well behavior trees are used a lot these days (which doesn't automatically mean they are the best solution for all types of games). This is a good start if you want to know more: http://www.gamasutra.com/blogs/ChrisSimpson/20140717/221339/Behavior_trees_for_AI_How_they_work.php
But yeah, they DO have problems when it comes to reacting to events and when trying to coordinate multiple actors together. But they also allow tons of moddability (particulary if you can code new nodes).
For some the AI will never be good enough, not that it was ever good in any of the games. The only thing 1UPT doesn't allow is for the AI's massive production advantages to kick in by overwhelming the player.
Thanks!
Does it sound like clanking metal armor? I think I heard that sound before one time when the turn counter changed and my camera was near a swordman. Didn't stop until I clicked end turn again.bladex said: ↑
been playing planet coaster. i start a new game of civ VI today with the patch installed now and than i hear this sound like a chain rattle but i don't see anything or there are no notifications anyone know what this sound does? and no it's not the sound from the trade route. it sort of goes like "chink" for about half a sec
Is there anywhere a screenshot about the new map types, especially about the snowflake one for 6 players? Im curious how its look like.
I should have mentioned, that disbanding units was possible everywhere, but the 50% payback of shields only applied, if the unit stood on a own city tile. For civ6 I would suggest the same: disbanding units is possible anytime, but the 50% shields-payback applies only, if the unit stands on a city CENTER tile (where the equipment can be recycled) regardless the health of the unit, builders weighted on still unused charges.On disbanding units Civ1 gave you 50% back of the shields needed for production ...
That system existed in Civ1 for a reason. It was only way to "upgrade" units. While later Civ games replaced it with gold.
I should have mentioned, that disbanding units was possible everywhere, but the 50% payback of shields only applied, if the unit stood on a own city tile. For civ6 I would suggest the same: disbanding units is possible anytime, but the 50% shields-payback applies only, if the unit stands on a city CENTER tile (where the equipment can be recycled) regardless the health of the unit, builders weighted on still unused charges.
This should be implemented in a way, that production boni (e.g. cards "bonus for horse based units") are NOT applied again. Such boni should only be applied ONCE, namely when the turn based yields are harvested from the tiles, woods are chopped etc.
I like the idea of giving the encampment more value. Still I want allow this mechanic already when you haven't an encampment yet.I would be okay with disbanding units not in the city center mentioned above, but in the encampment for a production bonus, not gold. It would really add value to the encampment which is not a very good district.
I'm quite amused, that a standard exploit made it into my suggestion V1.0I don't know, this mechanic seems very easily exploitable--load up on cheap units before you unlock a certain building/wonder, then chain-disbanded to instantly complete it. Disbanding units for production made sense when units needed to be supported by production, now that they are supported by gold I think disbanding them for gold makes sense (with reasonable limitations, like much lower returns/only in your own territory).