The higher the win% chance, the lower the XP you get from a win. Also, barbarians cannot boost your units XP beyond 100, you have to kill other civilizations' units for that.My Warrior killed Orthus by attacking him and recieved just one experience point for it. Considering I usually recieve 20+ XP for killing him when he attacks my unit, rather than vice-verser, I assumed I'd get more XP for killing him, so I went on the offensive when I had the chance instead of holing up in my city. I went to an auto-save and reloaded. Letting him assault my city until he died netted the Warrior who killed him by Defence 25 XP.
This is more of a balance issue than a "bug", but it just doesn't seem as intended![]()
void CvPlot::doImprovementUpgrade()
{
if (getImprovementType() != NO_IMPROVEMENT)
{
ImprovementTypes eImprovementUpdrade = (ImprovementTypes)GC.getImprovementInfo(getImprovementType()).getImprovementUpgrade();
if (eImprovementUpdrade != NO_IMPROVEMENT)
{
if (isBeingWorked() || GC.getImprovementInfo(eImprovementUpdrade).isOutsideBorders())
{
//FfH: Modified by Kael 05/12/2008
// changeUpgradeProgress(GET_PLAYER(getOwnerINLINE()).getImprovementUpgradeRate());
if (isOwned())
{
if (GC.getImprovementInfo(eImprovementUpdrade).getPrereqCivilization() == NO_CIVILIZATION ||
GC.getImprovementInfo(eImprovementUpdrade).getPrereqCivilization() == GET_PLAYER(getOwnerINLINE()).getCivilizationType())
{
changeUpgradeProgress(GET_PLAYER(getOwnerINLINE()).getImprovementUpgradeRate());
}
if (GC.getImprovementInfo(getImprovementType()).getPrereqCivilization() != NO_CIVILIZATION &&
GC.getImprovementInfo(getImprovementType()).getPrereqCivilization() != GET_PLAYER(getOwnerINLINE()).getCivilizationType())
{
setImprovementType((ImprovementTypes)GC.getImprovementInfo(getImprovementType()).getImprovementPillage());
}
}
else
{
if (GC.getImprovementInfo(eImprovementUpdrade).getPrereqCivilization() == NO_CIVILIZATION)
{
changeUpgradeProgress(1);
}
}
//FfH: End Modify
if (getUpgradeProgress() >= GC.getGameINLINE().getImprovementUpgradeTime(getImprovementType()))
{
setImprovementType(eImprovementUpdrade);
}
}
}
}
}
There wasn't any issue with the 100 cap. The % win chance was fairly high, but I assumed with Orthus's hero status that beating him granted "bonus points", for lack of a better term. I of course made that assumption because I always got 20+ XP from him whenever he died raiding my cities (presumably the odds become quite favourable when he starts to weaken, which is usually when he does die).The higher the win% chance, the lower the XP you get from a win. Also, barbarians cannot boost your units XP beyond 100, you have to kill other civilizations' units for that.
There wasn't any issue with the 100 cap. The % win chance was fairly high, but I assumed with Orthus's hero status that beating him granted "bonus points", for lack of a better term. I of course made that assumption because I always got 20+ XP from him whenever he died raiding my cities (presumably the odds become quite favourable when he starts to weaken, which is usually when he does die).
Either way, it struck me as odd. If it isn't a bug then it strikes me as something of a balance issue. Surely there should be an XP reward to the Warrior who finally brings the Barbarian king to his knees after 2-5 of his fellow Warriors have shed blood before him?
I was just wondering if this is how it works for any units that are upgraded/captured and not in your civ's normal production line? Do they somehow revert to the units you would normally be able to produce rather than continue in their actual line?
Surely it must have been notoced before but I don't see it mentioned in the first post so here it goes:
There is a serious flaw in Barbarian AI. If you block the route to your cities with a single unit (fe. you start in a valley and there is a pass to it, so you put a unit in that pass to make 1 point defense) barbarians won't be able to find a route to your city and so treat it as unobtainable and stop targeting it for it's attacks, instead of crushing the single unit and moving forward).
Furthermore if there are several different ways to your city you can play with the barbarians by blocking the route chosen by them and when you do that they will fall back and head for the second route. When they have retreated far enough you simply unlock the blocked route and they will come back again since this route will be faster. When they come closer you block it again, and so on until you get bored.
Hope this helps.
I noticed the same thing as darkuss and mentioned it in another thread as a way to cut off the never ending barbarians attacks. You can do it with a "wall" of defenders, too. Just so long as all paths are cut off.
Are you referring to Timor's Mask?
I've found that it DOES work, but not consistently.
Is Guardian 100% interrupt vs. the Marksman ability? I've had the promo Guardian on a unit in a stack and seen assassins sneak by and kill mages in that stack at least twice. Maybe i just got unlucky. The 'makes unit more likely to defend' seems to be working as my guardian unit got smashed over and over while other tough units stood by.