Can we lose the AIWeight off units like Ambusher please. It's causing the AI to build ambushers for attack over AtlAtls most of the time.
Sure, I'll get around to that sometime when I have time, RL is a dog right now.

Can we lose the AIWeight off units like Ambusher please. It's causing the AI to build ambushers for attack over AtlAtls most of the time.
Can we lose the AIWeight off units like Ambusher please. It's causing the AI to build ambushers for attack over AtlAtls most of the time.
Sure, I'll get around to that sometime when I have time, RL is a dog right now.![]()
Let me try something on the Ambusher for now, i believe its doing it because of the "Counter", i am just going to make it strictly an DefaultUnitAI of Attack, and see if that helps, it should.
Also i am going to change the "spawn" Neanderthals to 120 rather than 100 were it is now, just not enough of them lately, then if we get too many we can lower it again, but this time no lower than 110, i believe.
Nope - it specifically was being chosen above ATlATls for ATTACK, which (most of the time) is a bit silly (and it had a value about 30% higher than AtlAtls). Changing the default UnitAI won't influence how it is rated, just what it is used for.
It may well be a sensible change to make as well, but it needs to lose the AI weight also.
Nope - it specifically was being chosen above ATlATls for ATTACK, which (most of the time) is a bit silly (and it had a value about 30% higher than AtlAtls). Changing the default UnitAI won't influence how it is rated, just what it is used for.
It may well be a sensible change to make as well, but it needs to lose the AI weight also.
I've removed the AI weights that I could find for the Ambusher/Thief line on the SVN.
Now i remember why i added the AIWeight, its was because the AI never built them, so Hydro and i added weight to the buildings first, then also to the units (both)k, then Koshling did something in the dll and it was back to normal, not that "we" changed the default and the weight, its back to the way it was before, they are NOT building ANY of them again??
The AI players or barbarians?? No idea if barbarians are building them or not. AI players are though (at least in my game)
Actually i went though all the units in the game (as in pic) and None of them even have a thief or rogue ingame??
OK if they are in Your game, what turn are you on and did you see a "thief?" Plus what era are you in? (Preh/Ancient, i have seen none in "these era's.
I dont want to be offensive ok, i am just asking . . . .![]()
If the AI actually isn't building any of them with no AI weight it's a bug.
And once you build 5 Trackers you can build as many Chasers as you like. I assume this was not intended. I made sure that you would not be able to build older hunter units once you got the full number of your current units.
And once you build 5 Trackers you can build as many Chasers as you like. I assume this was not intended. I made sure that you would not be able to build older hunter units once you got the full number of your current units.
I'd like to not have a unit limit on Chasers so that you can use them for surround-and-destroy tactics; since they are somewhat weak. The original plan was to have them upgrade to Wood Spearman so that once you got to Simple Wood Working, you wouldn't be able to build Chasers at all. Wood Spearman doesn't have a resource requirement, so I thought that would be an ideal unit to make the Chaser disappear off the build list. Also, you could upgrade any Chasers you still had around to Wood Spearman to get rid of their suicide drawback (that's why I did not do it as a promotion).
I have Chasers set to <ForceObsolete> at Archery. Tracking is too soon for the Chaser to obsolete. Maybe the Chaser should obsolete at Simple Wood Working? That would get them off the build list.
Ideally, you couldn't train Chasers as soon as you got any Master Hunters in your civilization. I don't know how to code that, or if it's possible to code.
Are there any plans for a new Canine unit? I'm trying to figure out what should be my main stack-scouting unit, and I am leaning towards Canines because they get more +1 sight range promotions than any other unit type and aren't vulnerable to criminal units (now that Rogue & similar strike first against Hunters as well as Scouts). I noticed that there seems to be a large gap between the War Dogs (very late Ancient Era) and the Guard Dogs (middle of the Renaissance). I was wondering if anyone had a unit in place to fill that gap. It seems like a long gap to fill.
By the way, should we do the same thing with Caravans? Right now, if you build all of your allowed Caravans of the current type, you can build the next type down.
By the way, should we do the same thing with Caravans? Right now, if you build all of your allowed Caravans of the current type, you can build the next type down.
<ConstructCondition>
<And?
<Not>
<Has>
<GOMType>GOM_BUILDING</GOMType>
<ID>BUILDING_MASTER_HUNTER</ID>
</Has>
</And>
</ConstructCondition>
I was wondering aloud if we had a tag of condition on units that would let us not build the unit when the Master Hunter building was present since the unit makes no sense then. EG something like
Code:<ConstructCondition> <And? <Not> <Has> <GOMType>GOM_BUILDING</GOMType> <ID>BUILDING_MASTER_HUNTER</ID> </Has> </And> </ConstructCondition>
Are there any plans for a new Canine unit? I'm trying to figure out what should be my main stack-scouting unit, and I am leaning towards Canines because they get more +1 sight range promotions than any other unit type and aren't vulnerable to criminal units (now that Rogue & similar strike first against Hunters as well as Scouts). I noticed that there seems to be a large gap between the War Dogs (very late Ancient Era) and the Guard Dogs (middle of the Renaissance). I was wondering if anyone had a unit in place to fill that gap. It seems like a long gap to fill.
I believe it should go obsolete when ever the first str 3 can be built. JMO
If we knew a code for it, it would be great, but since we dont have one, i believe we can do the same thing, force obsolete on the LESSER unit it upgraded to, DH???
Nope. Canine Units are ment to be more or less sentry units to look out for rogues. Sure early on they can help fight a little but they are not made to be major combat units.
I was just asking because for most unit lines, we have a pretty smooth progression of upgrades through the eras, and the dog line jumped out because the gap is over two full eras. Were we going to give canine units a Strength bonus against criminals, or just the spotting ability? Wardogs would not be a good match for Assassins without a huge bonus.