I don’t want to play with him anymore

Joined
Feb 11, 2019
Messages
337
Okay so I played 5 games with random opponents and always removed the game seed. In these 5 games I always have Alexander in it. Can I remove him from the game? His tricks are getting old. He just blitzkriegs his way accross the map until he runs out of units. I don’t want him znymore ;)
 
Yes! You can actually turn off Alexander in a few ways. Way one, the official way, is turn off the DLC pack he came in. By disabling the DLC pack (in the Mods menu) you also will lose out on anything in that pack and you might not like that. The other way would be to manually edit the game files and remove him, but that is a bit more tricky. Maybe someone else knows the exact files you'd have to edit.
 
Turning off the DLC is not option!
I don’t mind editing an XML file. Pls help me to get rid of him
I dont want to lose the mausoleum
 
What do you mean by "delete the seed"? Are you manually clearing out the seed values at the startup screen? I actually don't know what the resulting seed is in that case. Is it just 0?

You don't have to delete the seed at the startup screen, though. It's already a random value and it changes every time you start a new game. It also changes when you click "Restart" from within a game.
 
I have a few configurations saved. I load the config and remove both seeds. I always get different maps and different opponents, except for Alexander! He is like a cockroach unwilling to leave my games!
I never liked this character for some reason
 
Apart from the XML-editing or disabling the DLC others have suggested:

- you could play him yourself and disable double leaders - that prevents at least having him as nasty AI opponent
- take a D60, roll out your opponents and put those in the setup (preserves at least randomness; if you can ask someone else doing it for you, you could even preserve the surprise factor until meeting your opponents in game)
- speculative and long-term: wait for Firaxis until they huopefully extend the functionality of the natural wonder picker to civs... ;)
 
I had a similar experience where Scotland came up 3 games in a row.. he is not that good an AI to begin with and usually gets invaded so it was starting to piss me off. Then I did some quick math and I play large maps so that's choose 9 AI from 45 so 20% chance to be in every game. 20%*20%*20% = 0.8% so that's less than 1 in 100 chances to happen which is not extremely unlikely. Legit randomness
 
Don't count on this to be included in an update. It was never added in Civ 5 although needed. It was very annoying to play multiplayer games with random leaders and end up being Enrico Dandolo.
 
If your not against using mod, YnAMP add an option in the advanced setup to exclude specific leaders from the random pool.
 
I had a similar experience where Scotland came up 3 games in a row.. he is not that good an AI to begin with and usually gets invaded so it was starting to piss me off. Then I did some quick math and I play large maps so that's choose 9 AI from 45 so 20% chance to be in every game. 20%*20%*20% = 0.8% so that's less than 1 in 100 chances to happen which is not extremely unlikely. Legit randomness

I may be wrong, but I feel the maths is wrong. You play the game 3 times, but the odd of repeating only happens 2 times: between the first to the second game, andbetween the second to the third game. So more 20%*20% → 4%. Furthermore, between the first and the second game, you are only counting one specific civilization repeating, but all could have been repeated.

I think we need to calculate (do not hesitate to correct me if I am wrong):
  1. The odd of having at least 1 repeating leader between game 1 and game 2.
  2. The odd of that leader came again in game 3.
For the 1, you have the maths here. We need to test all civilizations coming back in the game, not only 1. By using 45 civilizations (instead of 48 in the link), the The answer is ~89.4%, not 20%.
For the 2, let's assuming the worst case scenario: only 1 leader is repeated. The odd of that leader coming back is 20%, like you said. I am afraid to not be good enough to calculate the real odd.

The odd of a civilization appearing three time in a row is at least 17.9% (~89.4% × 20%) in Large setting (9 AI).
 
You are correct my math was too brute and flawed.. wow didn't realize the odds of getting same AI 3 games in a row was that high!! Thanks
 
If your not against using mod, YnAMP add an option in the advanced setup to exclude specific leaders from the random pool.
Yes, it is as simple as that. And why do some intelligent mod-creators have to do such basic work that a big company like Firaxis refuses to do??
 
Yes, it is as simple as that. And why do some intelligent mod-creators have to do such basic work that a big company like Firaxis refuses to do??

Perhaps the developers just don't think that excluding leaders that way fits with their own vision of the game. In that case, why should they implement it? You might like it, but you aren't all players and you certainly aren't a developer that decides how the game will be made.
 
Yes, it is as simple as that. And why do some intelligent mod-creators have to do such basic work that a big company like Firaxis refuses to do??
Maybe they're going to release that in another patch now that they have an UI for that kind of thinks (the Wonder picker), and then I would have simply beaten them by a few months.

That's not surprising, in their defense, we (modders) have multiple advantages over them, we work on what we want, don't have to care about QA (that the mod's players task) and don't have to please a marketing department and prioritize other stuff that sell better as we work for free (let me remind here that patches are never "free", devs are paid to make them, that money come from the player base, so they have to follow what marketing says to get that money), all that allows us to do things faster. Or do things that they don't want to do.

That being said, against them (people knowing me can stop reading here, #brokenrecord), imagine how much better the game could be today if modders had access to the code to work on the AI, bugs, diplomacy...
 
That being said, against them (people knowing me can stop reading here, #brokenrecord), imagine how much better the game could be today if modders had access to the code to work on the AI, bugs, diplomacy...

But with monthly patches, the mods would always be broken. Maybe after NFP would be better.
 
But with monthly patches, the mods would always be broken. Maybe after NFP would be better.
Usually it took me less than a few days (sometime just hours) to release a patch compatible version of my mods, when they were broken (granted, that happened a lot with YnAMP in 2019, but that was because they were struggling with the WB and map generation)

The DLL source was released in the middle of civ5 lifespan, updating my DLL mods after a patch then was not more difficult than updating my Lua mods.

So, in average, with monthly patch and if I was still modding, my mods would be in synch with the game 28 to 29 days per month. (edit: excepted February :o)
 
I may be wrong, but I feel the maths is wrong. You play the game 3 times, but the odd of repeating only happens 2 times: between the first to the second game, andbetween the second to the third game. So more 20%*20% → 4%. Furthermore, between the first and the second game, you are only counting one specific civilization repeating, but all could have been repeated.

I think we need to calculate (do not hesitate to correct me if I am wrong):
  1. The odd of having at least 1 repeating leader between game 1 and game 2.
  2. The odd of that leader came again in game 3.
For the 1, you have the maths here. We need to test all civilizations coming back in the game, not only 1. By using 45 civilizations (instead of 48 in the link), the The answer is ~89.4%, not 20%.
For the 2, let's assuming the worst case scenario: only 1 leader is repeated. The odd of that leader coming back is 20%, like you said. I am afraid to not be good enough to calculate the real odd.

The odd of a civilization appearing three time in a row is at least 17.9% (~89.4% × 20%) in Large setting (9 AI).
You're right and wrong.

1. You're right for calculating the chance of a Civ, any Civ, being present for multiple games.
2. You're wrong, if calculating the chances of a given Civ being present (for example, Scotland), but don't care if other Civs are repeated or not (eg, it doesn't make a difference if Persia is repeated or not). The original calculations (that yield 0.8%) would be correct.

Personally, since they were complaining about the behaviour of specific Civs, I interpreted it to be 2 - they were moaning that certain Civs (Macedon in one, Scotland in the other) behave in a certain manner, and that they seem to be in every game; they didn't seem to be complaining about the prospect of having Victoria twice, for example. I could be wrong though.
 
Usually it took me less than a few days (sometime just hours) to release a patch compatible version of my mods, when they were broken (granted, that happened a lot with YnAMP in 2019, but that was because they were struggling with the WB and map generation)

The DLL source was released in the middle of civ5 lifespan, updating my DLL mods after a patch then was not more difficult than updating my Lua mods.

So, in average, with monthly patch and if I was still modding, my mods would be in synch with the game 28 to 29 days per month. (edit: excepted February :o)

Sure, but you probably didn't touch most of what's in the DLL if you were mostly making map mods. And you're probably more active than most modders, too. Consider some of the other popular Civ VI mods (e.g. CQUI), which often didn't work for weeks after each new patch, even without DLL access.

Anyway, off topic. No more. :)
 
I play with six players max. So chances of having him in 5 games in a row are quite small.
I guess I’ll manually pick my opponents then if there’s no little hack at hands.

At least in V he was able to win diplomatically. In VI he’s nothing more than a brainless annoying bully
 
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