General A New Dawn discussion

Rams are the only early siege units, and have a low power, so the AI must build many of them to reach it's quota. This is a bad strategy ... but only for this specific case. Normal catapults, trebuchets, etc are stronger and it is fine to build these, since they are offensive units.

Why can't we exclude them from this ratio check ?
I've noticed that siege units are also excluded from the 1UPT check. After thought about it, it may be finally for the best (a ram will be too vulnerable alone on a tile).

Do players think siege units should be counted in the tile limitation or not ?
The actual balance i've found for 1 unit-per-tile is 5 units on city (to be able to defend it). It's a good attack-defense ratio.
 
Ram ---> Battering Ram ---> Siege Rams are all city defenses degrading units. Should their use by AI be coded such that there is one in every stack headed to a city to be conquered? Ballista ---> etc siege weapons have collateral damage ability so these ones are useful to AI as you describe its code.. Only at bombard do both lines of siege weapons merge into one unit.

I personally wish there is a way to code learning skills into AI so that when it try one strategy and fail, it modify its strategy then try again. Then AI itself can develop strategies for various situations according to its deeply mathematical perspective.
 
I think players suggesting AI improvements here are forgetting that civs AI is decentralized, not the top-down style players use.

I just see so little benefit in trying to improve the AI for this niche case. I've never needed Rams. And I know my time is better spent elsewhere.

Tentatively I am planning to change the XML and assign a high negative AI weight on the Rams. This will leave them in the game, but basically disallow AI construction of them.
 
The entire Ram line was a good idea, but the AI really has no clue how to use them (and how many to build).

Afforess's idea is good, this way they remain in the game for humans to use in MP, if needed.

And I believe barbarians will still spawn some?
 
There seems to be an interest lately to teach the AI to do things so I would like to suggest teaching the AI to clear their ports of ice with icebreakers.
 
There seems to be an interest lately to teach the AI to do things so I would like to suggest teaching the AI to clear their ports of ice with icebreakers.

Good point. I guess that would be an easier issue.
 
So, any takers? Is anyone up to the challenge?

I'm not sure who you expect to take on the challenge. As far as I am aware, I'm the only forumgoer here who is capable of programming the AI.

If you are looking for volunteers though, you could always learn C/C++ and fight the good fight yourself. ;)
 
I'm not sure who you expect to take on the challenge. As far as I am aware, I'm the only forumgoer here who is capable of programming the AI.

I think i'm not far away to be able to do that. I've read a lot of CvCity but never touched CvUnitAI or CvPlayerAI for now but it would benefit to the mod team if we're two to handle that. Isn't there a map or anything useful that explains the order of the AI functions or should i all learn into debug mode ?
 
I think i'm not far away to be able to do that. I've read a lot of CvCity but never touched CvUnitAI or CvPlayerAI for now but it would benefit to the mod team if we're two to handle that. Isn't there a map or anything useful that explains the order of the AI functions or should i all learn into debug mode ?

The best way to understand unit AI is to look at the UNITAI_XXX defines in the code & unit xml. Each define maps to a specific function in CvUnitAI, which controls all behavior for unit of that type.
 
I am curious, does anyone know why GG's slowly disappear from a newly captured city? I am speaking specifically of military instructors.
I capture a city with 4 military instructors then three or four turns later they start disappearing one by one. I spend a lot of resources developing said city only to find my "treasured" instructors have all disappeared.
 
@oldnoob: maybe it's a bug. Do you have a save game before ?
 
I am curious, does anyone know why GG's slowly disappear from a newly captured city? I am speaking specifically of military instructors.
I capture a city with 4 military instructors then three or four turns later they start disappearing one by one. I spend a lot of resources developing said city only to find my "treasured" instructors have all disappeared.
Never noticed. Can you upload a save before they start disappearing, as close as possible to when they start disappearing? Thanks!
 
I am curious, does anyone know why GG's slowly disappear from a newly captured city? I am speaking specifically of military instructors.
I capture a city with 4 military instructors then three or four turns later they start disappearing one by one. I spend a lot of resources developing said city only to find my "treasured" instructors have all disappeared.

Can enemy spy still assasin settled great people? There was bug option for this..
 
Can enemy spy still assasin settled great people? There was bug option for this..

Was thinking the same thing. Maybe enemy spies did the assasination mission?
 
Thanks guys for your interest. You would have to play my savegame for many turns to see this take place. It does not happen very quickly. I have noticed this situation happen for many months now so it is not something new. I notice it because I play this mod as a war game so these military instructors are very important to my strategy. the next time I see it happen I will make some permanent saves and file a bug report.

Thanks again for your interest
 
SVN 884 or 883


I've struck the same thing, but it only happens when I update to the latest SVN version.

but with that, I have 4 Military instructors removed from one city only, 2 others still have then, being 4 & 3.

The city losing them is a captured city, the other 2, one is settled and the 2nd recently captured.

BEFORE I update, they are all there, IMMEDIATELY after updating, * I noticed this, loaded a pre update save and updated*, they are removed.

But its only city only.

This city was originally A holy Roman city, Aachen, which in a high to low, I captured as Portugal, I then went to Holy Roman as my 3rd High to Low civ, and Captured it back, Eliminated Portugal completely, *something I wasn't able to do as Portugal v's Holy roman, came back to bite Portugal now didn't it.* It's 100% holy Roman, Originally Holy Roman (Holy Rollers they way the games playing out)

Athens a newly captured city, with the civ fully eliminated, has 3 settled Great Generals, but it doesn't lose any.

Seems very strange.

Anyway, latest SVN caused this, but mine where all at once.
 
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