General A New Dawn discussion

I didn't notice that personally, but I was playing in a team game so that probably affected the beaker count a bit. HOWEVER I did notice that several AI and myself each had a unit with hundreds of EXP points. It hasn't happened again yet, so I'm thinking me regenerating the map did something to the starting units somehow? :confused:

I also have a spy(not starting unit of course) with hundreds of XP (more invincible than James Bond:lol:) without regenerating the map.:confused:
 
I also have a spy(not starting unit of course) with hundreds of XP (more invincible than James Bond:lol:) without regenerating the map.:confused:

I recall this having been brought up a few times before... Had something to do with "Infinite XP" being accidentally enabled somehow, sometimes from switching between C2C and AND without clearing your cache... But I thought that got removed and wasn't an issue anymore?

I haven't played any other mod except RI on this computer and installation, I've cleared the cache and ran a Play Now between switching mods (As an "Just In Case" precaution) so I have no idea where these five Super-Units popped out from :confused:
 
What is the difference between ICBM and Hydrogen bomb except for the gap in production and maintenance cost?Is the later more powerful?
 
What is the difference between ICBM and Hydrogen bomb except for the gap in production and maintenance cost?Is the later more powerful?
Yes, it has a radius of 2 squares, 5x5 instead of 3x3.
 
I recall this having been brought up a few times before... Had something to do with "Infinite XP" being accidentally enabled somehow, sometimes from switching between C2C and AND without clearing your cache... But I thought that got removed and wasn't an issue anymore?
There is a shortcut for manually clearing the cache in the launcher. Menu > Fix installation > Clear cache.
 
I just made a shortcut to my Civ IV cache folder. :)
 
I just made a shortcut to my Civ IV cache folder. :)

I've had one for years now, absurdly useful when changing mods or messing with the xml.
 
I was wondering, does anybody play with a number of starting civs different from default one? For example 12 on large maps. I've increased that number a long ago (it was 9 for large maps iirc) but I didn't go further because of slow downs caused by number of civs. In latest revisions this is not an issue anymore, so I'm testing increasing starting number. It turns out that ancient era is much more interesting when you don't have almost unlimited space to settle, and it looks more challenging too. I'm currently playing with 22 starting civs. What's your opinion or experience?
 
45°38'N-13°47'E;13667811 said:
I was wondering, does anybody play with a number of starting civs different from default one? For example 12 on large maps. I've increased that number a long ago (it was 9 for large maps iirc) but I didn't go further because of slow downs caused by number of civs. In latest revisions this is not an issue anymore, so I'm testing increasing starting number. It turns out that ancient era is much more interesting when you don't have almost unlimited space to settle, and it looks more challenging too. I'm currently playing with 22 starting civs. What's your opinion or experience?

I tried "overloading" a Standard sized Pangea map earlier. Didn't seem too crowded to me... Like AND was compensating for the increased number of civs by making the map larger or something.

But that was "only" adding four extra civs to it - which was generally enough for hectic early-game times in base BTS :lol:
 
I always set 3 or more civs than default at startup because i also found there is too much space to expand! Especially with the 3 city limit there is at start.
 
Sometimes I go with the default number, but usually I tend to start with way less civs (if not outright alone) and let the Barb civs spawn and populate the world gradually.
But I do prefer a calmer ancient era.
 
OK. Since in ancient era there's little to do and in general people are complaining because the game is too easy, I'll increase number of starting civs by default. Also I'll try to increase barbarian activity. You can always remove some civilizations if you want to start with much space to expand. Anyway usually an easy ancient era means an easy game because once you take the lead it's harder you lose it, especially if you play without Flexible AI and Flexible Difficulty.
 
The AI needs to be able to cope with barbarian activity though. Anything that makes things harder for the player generally makes things even harder still for the AI.
 
The AI needs to be able to cope with barbarian activity though. Anything that makes things harder for the player generally makes things even harder still for the AI.

The AI generally have a built in bonus against Barbarians anyway, so that should generally be enough in most cases - unless something goes wrong and the new barbarian activity is 10x worse than BTS's Raging Barbarians :crazyeye::lol:
(Realism Invictus had some crazy annoying barbarians even with that option turned off. "Fog Buster" units were NOT optional!)
 
The AI needs to be able to cope with barbarian activity though. Anything that makes things harder for the player generally makes things even harder still for the AI.
Of course you're right, that's why I'm always testing a lot and why barbarian activities were so reduced in the latest revisions. But it's too long since I last tried changing barb activities.
 
45°38'N-13°47'E;13669029 said:
Of course you're right, that's why I'm always testing a lot and why barbarian activities were so reduced in the latest revisions. But it's too long since I last tried changing barb activities.

I wasn't suggesting you don't test. I remember that one of Afforess' catchphrases was "Don't worry about the AI. I can always teach it to <whatever>". :)
 
45°38'N-13°47'E;13669037 said:
Unfortunately I'm not so skilled as Afforess, so I can only try my best ;)

That's enough ;)

Quick idea: Could barbarian AI favor human player above the AI ones? Would it be a good idea at all?
 
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