strijder20
Wallowing in irony
A little note : I saw Willem van Oranje defending a flatland city with two Guerilla 1 longbows, while there were two CG 1 longbowmen in his hill capital. He could have easily swapped those around.
I have tried to help the AI's REXing ability just a little bit... I've taught them to sometimes send their settlers to the destination without waiting for an escort (but only when they are pretty sure it's safe.) - But I'm not really sure if it has helped them much.You did improve the AI, well done. Gandhi peacevassaled to Boudica in my game at 800 BC at Prince difficulty (I did follow your advice and put the difficulty level one down). I thought '800 BC feudalism at Prince? Impossible, surely karadoc has changed the requirements for vassaling.' A few turns later, when I got alphabet, I found out Boudica did have Feudalism and CG2 Guerilla 1 longbows...
It seems Gandhi immediately went for culture. That's an improvement, too. The AI still can't outpace me in REXing, though
EDIT: It was also nice to see how every (and litteraly every) AI dogpiled Willem van Oranje. A bit less nice is the fact that is my favourite leader. Oh well.
I beelined to Nationalism to draft Janissaries. Did you already implement such a feature to the AI, beelining to mass-draft?
That's hard to fix completely, but I'll try to make it a bit better. There are already some checks and conditions to help the AI get the best defenders for its cities, but there isn't really anything to reliably let them swap defenders from one city with another - especially when both cities only have a skeleton defence. But I do have an idea for improving it just a little bit...A little note : I saw Willem van Oranje defending a flatland city with two Guerilla 1 longbows, while there were two CG 1 longbowmen in his hill capital. He could have easily swapped those around.
Thanks. I hope it still seems amazing after you play it! (and yes, it does have the unofficial patch integrated, as well as many other bug fixes.)Karadoc, by looking at the changelog your work seems amazing! One question: did you include the unofficial patch for BtS in your mod?
I would love to play your mod! However, I do have a problem: I love my personal mod so much that I would try to do this another way.Thanks. I hope it still seems amazing after you play it! (and yes, it does have the unofficial patch integrated, as well as many other bug fixes.)
I agree!The more I learn about modding Civ4, the more I feel like the developers kludged and cobbled together the game's systems. :/ It's a wonder (ha ha) that the vanilla game plays as well as it does in the first place.
I'm not going to completely redo it, but I'm trying to go one step better than just a band-aid fix. I've fixed the problem in two ways: firstly, inside the movement function, I've moved the declare war check to be before the should-we-fight check. That's the band-aid fix. But in addition to that I've put some declare-war code into the AI itself, so that it should declare war before issuing the move command. My intention is to phase out the move-internal declare war stuff. For the debug version of the mod, I've made it so that I get an error message every time the AI tries to declare war inside the move function. Sometime in the future, when I'm satisfied that it doesn't need the internal stuff anymore, I'll just remove it completely.So are you going to have to somehow completely redo the way movement occurs in the game in order to fix this properly? That sucks if so, but gah! Developers!! xD
I agree with that stuff. And in particular, I think the 1UPT is a big mistake for a Civ game - (for many reasons that I don't want to go into right now). I think Civ4 is actually on a stronger foundation than 5. So even if the Civ5 SDK was available, I'd still be modding civ4.Yeah, I bought Civ5 eagerly the week it came out. I was disappointed that I could win my entire continent using nothing but 3 or 4 Horsemen units. I also disliked the art style, the interface, and the dumbing down of various systems. And I didn't like the annoying interaction between unit movement, roads that cost gold per turn in maintenance, and the 1UPT military system. And I didn't like how most of the buildings were useless red herrings: not worth their opportunity-cost in hammers and not worth maintaining in the first place due to upkeep.
I agree. It's stupid. It's mad. It's backwards... but currently it isn't something that I intend to change. (sorry) The reason I don't intend to change it is that I think the suicide-siege thing is pretty ingrained in how Civ4 is played - and this mod is not meant to change how the game is played, it's just meant to improve it. I think the gameplay and balance of the suicide-siege mechanics is ok, so from that point of view I'm not inclined to dramatically change it. .. and similarly for the other combat problems you've described. It's possible that I will decide to change that stuff one day, but I don't intend to at the moment. (Originally all I intended to do in this mod was improve serfdom - and nothing more - so the scope of the mod has certainly grown...)...The combat system also needs to be better. A lot better. The weakest system in Civ4 has always been the combat. In no other game do siege units go in first as cannon fodder, usually die, and then allow the grunt troops to go in afterward and clean up what's left over--resulting in the grunt troops coming out with next to no casualties. Meanwhile, archers are borderline useless for any purpose except defense and siege units are only useful on defense if they suicide-attack the invading enemy stack to weaken it. What kind of backwards madness is this!?