General A New Dawn discussion

45°38'N-13°47'E;13669168 said:
I don't remember if there is one, but I could give some advantage to AI over barbarians

Pretty sure that's in the Handicap options isn't it? On Deity the AI just plows through them since they get a like, +200% or +300% against barbarians bonus while you get a penalty against them, and on Noble they only get a small (?) bonus against them


Don't know how Flexible Difficulty - for the AI anyway - affects that if at all, but they've always had a built in advantage against them. Unless something changed that in AND somewhere along the line?
 
I meant some other flat bonus, although you're probably right and I need to check handicap file.

I've noticed another problem anyway, and this is that since number of barbarians created depends on handicap, it might vary unpredictably when using flexible difficulty or flexible AI.
 
I had my attack sub on a tile adjacent to an indian coastal city.There were no enemy subs,destroyers or airships in the vicinity and my sub was bombed by indian IL2s.How did they detect my sub?
 
With enough units on a tile, the list of these units tends to go offscreen. Often the lead defender isn't even visible.
Spoiler :
NgMjYPh.jpg


Maybe people with large screen resolutions don't have this problem (similarly to the city view camera distance for 3-radius cities), but me with my puny 1366x768 laptop screen have always seen this happen.

Vincentz, in his VIP mod, recently modified a value in the CvGameTextMgr.cpp file (line 1448), to make the game "group" units in smaller quantities.
Spoiler :
[...]
Progress is being made. I've been bugged with this for almost 10 years!!!!
The list that shows which units are on a tile would often go off the screen if more than 15 units
example (left side of screen, mouseover, going off the screen in top, resulting in that the info of the unit that was going to be attacked was not visible.)
Spoiler :
SlZaXXr.png


Now reduced to 5 units before "grouping":
Code:
//	static const uint iMaxNumUnits = 15; Vincentz
	static const uint iMaxNumUnits = 5;
Spoiler :
kwfDdSG.png

Could we have this as well? It seems a trivial thing to do, though I can't even find said file.
 
With enough units on a tile, the list of these units tends to go offscreen. Often the lead defender isn't even visible.
Spoiler :
4fjhgMh.jpg


Maybe people with large screen resolutions don't have this problem (similarly to the city view camera distance for 3-radius cities), but me with my puny 1366x768 laptop screen have always seen this happen.

Vincentz, in his VIP mod, recently modified a value in the CvGameTextMgr.cpp file (line 1448), to make the game "group" units in smaller quantities.


Could we have this as well? It seems a trivial thing to do, though I can't even find said file.
I'll have a look and I'll add it if I can to my next release, probably tomorrow.
 
I had my attack sub on a tile adjacent to an indian coastal city.There were no enemy subs,destroyers or airships in the vicinity and my sub was bombed by indian IL2s.How did they detect my sub?

There's not much I can do without a save, possibly of the turn before it happened.
 
45°38'N-13°47'E;13677568 said:
I'll have a look and I'll add it if I can to my next release, probably tomorrow.

Cheers, thanks!

It will also make for much nicer screenshots :D
 
45°38'N-13°47'E;13677638 said:
There's not much I can do without a save, possibly of the turn before it happened.

It seems that when a sub ends its turn adjacent to a city, it gets detected.
 
Does the Ranged Bombardment feature on ships actually ever do anything? I mean, other than dropping city defenses and destroying coastal improvements?


See, I've had dozens of AI ships in a single turn be cowering in a city - from Frigates all the way to Stealth Destroyers - and then on their turn rush out to my blockading ships, bombard them and do zero damage even if all of them successfully hit but my ships will take no damage at all. Not even a fractional point of damage. Without having any Drill promotions.

Same deal as when I bombard a stack of units on the ground. There's three units sitting there, and I attack with nine Frigates. Two miss, but NONE of the units took damage.


I've never actually seen the naval Ranged Bombardment actually do damage before. Like, ever. Siege Weapons can do damage just fine. Usually small damage, but they still do it. Naval units, not so much.

This is somewhat hurtful to the AI at times, since instead of tryign to dislodge my blockading ships - even if they easily could (Three destroyers vs ten or more) they just sit there trying to range bombard them to no meaningful effect before retreating back into their city and allowing me to continue starving their city.
 
Does the Ranged Bombardment feature on ships actually ever do anything? I mean, other than dropping city defenses and destroying coastal improvements?

I agree that there is a bit confusion with ranged bombardment and generally speaking "bombardment".
1) I knew that ranged bombardment do no damage if only one unit exists on the bombarded tile.
2) There is also an option (button) for "archery bombardment" which works but is this realistic for non archery units?
3)IMHO, Ranged bombardment for Grenadier units is a bit unrealistic and makes them overpowered.
For some specific units there are 3 buttons for bombardment but virtually i think that they give 2 options for bombardment.
 
I plan to update the way we change interface color. Currently, for each color we have a folder with 900+ files just to have one file modified. It greatly increases the updating time and it's a waste of space (159MB; 8000+ files).

The plan is to keep only one of these folders (18MB; 900+ files) and to add an xml file where the different color parameters will be stored. The launcher dropdown menu will just inject the values you've chosen at startup. It will allow easy customizing (just add a new RGB code and you're good to go!).

Anyone has an objection with this ?
 
No problem with me. I had reports anyway of changing colors causing the health bar below units to disappear when units are hurt (when it turns yellow). It gets back to red when unit is badly hurt. I think it happens at least with purple color.
 
In fact, it will be easier to store "Civ4Theme_Common.thm" for each color and to erase & replace.
About the bar, i'll see if i can find anything.
 
Vokarya linked me to this utility back in July. Once you use it, it alters your colours for all of Civ4, so I doubt that RoM's colour interface is even necessary nowadays.
 
Correct link.
I've already used this utility. I don't know what the team think about that. Personally, i like to have a full-integrated mod. Moreover, there are no color presets.

The source code is available, i might adapt it to the launcher so we can have color presets and maybe a palette selector.

EDIT: Looking at the source code, the only value which change is "GColor .BG". Adapting the launcher with Color UI module is a breeze. Moreover, custom ui is needed to support non-latin1 languages.
 
So I tried out the High to Low option on a totestra map. Started with the Romans, discovered I'm on an isolated island, stomped the only AI there with me, and started building my little empire. Got a few wonders, began expanding...
Spoiler :
attachment.php
attachment.php


And apparently I was so good I was the first on the scoreboard (granted, I started on Noble, but flex difficulty raised it a couple of times).

So it was time to try a new civ! And what do I get?

THIS
Spoiler :
attachment.php


Seriously?
Apart from the terrain (and it's mountains for several more tiles in), this city has not a single building, but the AI decided it absolutely needed a RAM.


Lesson learned: High to Low is NOT a good idea coupled with Barbarian Civs. You're guaranteed to get one of those unlucky just-became-a-civ random barb cities in insane places.
 

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