Toys®Us
Warlord
I like your MOD a lot. I keep it. Civ4 is "one of" my favorite games. I hope that you'll continue to improve it. Keep it simple... too much is sometimes like not enough.
"Added new AI function, AI_stackVsStack, which is used in AI_attackCityMove - this allows the AI to use its attack stacks to wipe out enemy attack stacks."
Very nice function...
"Added a special symmetry breaking compontent to the pathfinder. Hopefully this will prevent some problems which result from having two paths with equal cost. (eg. The interface showing one path, and then the units following a different path.)"
It happen sometimes in my game, although very rarely.
As always, great job!
Just some thoughts apart from my last update,
-Perhaps stop the game from resetting workers when a threat is close if u have military unit on the same spot as the worker, sometimes i need roads in dangerous spots but having to re command them every turn is annoying.
Well, I haven't done anything particularly exciting so far. I've just been tweaking various parts of the AI; and trying to address some of things that people have posted about. .. I found a bug which sometimes caused the AI to research the wrong tech (for example, if the AI decided that it was time to get better units, they would often try to research Assembly Line before Rifling), and I've fixed a problem which sometimes caused the AI to make their main attack stack wait a long time for reinforcements before moving into enemy territory... and I've made a few minor flavour-based changes; that's about all so far.Any teasers on what you are working on next karadoc?
Thanks. It's good to know that they don't always fail at war like Charles555nc described with the germans in his game.Karadoc:
I've been playing several games lately, and actually lost all of them and will have to move down a difficulty level. The AI is VASTLY improved at warring. They actually attack with their stacks now, and move in for the kill when they can. Very impressed. Have seen several early stacks with multiple (5+) catapults with sufficient attacking units. Seems I will have to actually do a bit more early-game military build up.
Keep up the good work. The game is NOTICEABLY improved under 1.10B
For the workers. I've changed them so that if they are defended, they won't cancel their orders from only "border danger" (ie. from being close to enemy borders). But they will still cancel if there is an actual enemy unit in range. Do you think that's sensible?
I'm a bit reluctant to make them not ever cancel at all when there is a defender, because the game has no way of knowing if your defender is there to actually protect to worker, or if it just happened to end its turn on the same tile and will just move away at the start of the next turn.
In my experience this one is due to your environmental misbehavior or you are not providing enough info. If im not mistaken it will surely happen to you (or other civs) that have done a lot of chopping. U need forests and jungles to be able to avoid frequent global warming hits.ive built every single health building I can and I just got hospitals which I will also start to build. Is it intended that global warming happen so much? I havent made a single coal plant to reduce pollution but I think the environmental advisor says 2.3 events per turn and that seems to be happening alot in my northern cities...and doesnt global warming seem to destroy forests alot, making it worse?
Ive never ever used environmentalism, which should probably be renamed self sustain-ism or something like that. I chop almost all grassland forests and jungles and leave the plains forests and tundra forests only. I guess next game I should leave more jungle around.