Vintage Strategist
Chieftain
- Joined
- May 31, 2020
- Messages
- 19
can they build work boats in crusade in MNAI? They definitely can't in the base game
Noted. Probably hard to fix, though.I have a few notes/observations for the mod. This is based on a recent Let's Play that's available on YouTube:
1. Hill Giants from Pact of Nilhorn - AI loves to send them to take a look at Acheron city. End result - Hill Giants get roasted by fireballs.
I atached a patch that changes the AI free XP progression from 1-2-4-6-8 to 1-2-3-4-5 from prince onwards, as suggested by [to_xp]Gekko in this thread. Copy to <Mod dir>/XML/GameInfo/CIV4HandicapInfo.xml to try it out.2. Early AI rushes with Shock warriors are quite disparaging. Immortal+ (where the AI gets 6+ free XP points for units), denser maps, incredibly hard to pull a good game. Big maps with lots of space, not a big deal, but not everyone plays like that. Needs to be balanced somehow.
Noted. City Raider is probably overvalued, and the only reason the AI doesn't take it early is that it cannot do so before reasearching Warfare.3. Later in the game the AI loves to promote troops with City Raider and more or less stops taking the op Shock and Cover promotions. Makes it easier to kill their stacks, that can't even reach the cities to make use of those City Raider promotions. In this situation they better have most of their troops with Combat and a few with City Raider.
I will look into the AI for lair exploration at some point, as other mentioned that they do it even without a decent defense. But I don't think I want the AI to consider a particular rushing strategy, they should ideally behave the same way as a human player.4. AI clearing goblin forts early and aggressively removes the aspect of early rushing with Goblin fort troops as a Barbarian leader by a Human player. So one fun strategy is removed from the game. Consider tweaking the AI to ignore goblin forts unless inside their culture borders.
I don't quite get your point about the models, could you elaborate, please?5. Civilopedia models: Correct thumbnails for units in the tech tree and Civilopedia, that's great. But in many cases the 3d models are generic and don't correspond to the thumbnails. As a player: I want to have a cool-looking dude running around from a research, but if the dude looks standard in the Pedia, I'm not sure if I need it. Also Civilopedia states the Clan can upgrade chariots to Knights, but that's not possible, because the Clan has no Knights.
I think that is fine. There is some cost to not being at war with the barbarians.A minor thing.
In Vintage Strategist's LP, Clan was unable to pick up the wand of wind,since wand of wind is a barbarian unit. Clan need declare war against barbarian to pick that wand up.
As omegaflames said, this is out of scope for this mod. Additionally, I think it is important that AI is not too eager to give up techs to a conqueror, as this only leads to snowballing.Also a minor suggestion.
In higher difficulty, AI would rather die than surrendering their techs. I think AI is stubborn in this regard. For the sake of realism, I am suggesting a new feature. After conquering cities, player or AI get random tech progress for the techs which city owners know about. It is similar to getting gold from sacking cities. You get some knowledge from sacking others' cities too. It is a feature in Realism Invictus, a civ iv mod. That mod disable tech trading on default and have a 40% tech transfer rate though.
Not sure if I can do much about this, it's usually advantageous to found a city in an optimal position and as early as possible. Did that ever happen to anybody else? If yes, I'll have to figure something out.Did some test games on 'Immortal' (as Capria/Bannor, Erebus Continents, 1 more AI than default, all else default/unset) and happened to get this: I killed an AI (Balseraph) on turn 3 with a Scout because it was too slow to move its units into its first/only city.
Noted, they probably shouldn't happen on cities at all.Mushroom event seems to happen for me almost always directly on the starting city. This may be an older issue. Depending on base tile yields this results in an improvement or not. Note that I almost always build starting city on a hill.
I'd need a savegame from directly before that to find out what goes wrong.Had at least one instance of getting a unit killed (by a named barbarian unit probably) without getting a message. It still showed in the combat log though. May have the save file still.
For the record, this is usually due to a wrong mod folder name.I installed the game as the instructions said as I understood it twice now and it tells me "failed to initialize the primary control theme" what do I do? I installed FFh2,, patch O and then this as instructed.
EDIT: No idea what I did, I tried a couple of more times and it's fixed now.
Found the savegame but everything is ok in it. If there was a problem (fair chance as I would have had to mess up in multiple manners including running into a clearly visible scorpion with my scout) then it can no longer be reproduced.I'd need a savegame from directly before that to find out what goes wrong.
I dont have a save for that. And its the only time (trying this version) that I have seen Samhain units disappearing. The one thing that I think was different from the other test games was that there were significant unoccupied landmasses in that game. Presumably these accumulate barbarian units and they then reach critical numbers and when Samhain is done they get over the limit. Just a theory though.For 2) again a savegame would be useful, but I will also take a look at the code at some point. I'm not sure barb despawning is intended in FfH.
(I dont think this is much of a problem for the (if human) Illian player as they know exactly when they create Samhain.)Samhain units being able to move first has to do with the order things are actually built and turns taken. Assuming you are the Illians and since technically everything is built at the end of your turn (projects included) that would create the units during the end turn phase (after you have clicked end turn) so once it becomes the barbarians turn they are then able to move because they were created before it was the barbarians turn. I'm not sure how you would get around that unless you created a custom hold spell that is 2? turns long as unless I'm mistaken a 1 turn long one would also not work as IIRC that would be removed at the beginning of the barbarians turn. If you aren't the Illians then you are still at the mercy of which civ takes turns in which order and I looked that up once but would have to find the information again before I comment on that scenario.
Exactly, so it's Human -> Illians-AI build Samhain -> Barbarians move frostlings -> Human again.I thought in single player human always moves first? So Human -> Illians-AI -> Samhain-Frostlings.
Snake Pillars are the hell terrain version of corn, rice, and wheat so that is why they are not pillageable. I'm not sure of the reason for them being converted to an improvement instead of a resource on hell terrain but that is what was done (the game also gives you a free farm there when it's converted back to normal terrain). Most improvements in neutral land should be pillageable. You could try converting the land back to normal terrain via life spell, building the city and then letting hell terrain retake the plot. I have no idea how the game would handle having an improvement being added to the same plot as a city though.Two questions: One, are Snake Pillars supposed to be pillageable?
And, if so, are improvements in nuetral land pillageable?
There's a Snake Pillar on the exact tile I'm trying to park a city to infill my borders and correctly capture resources, but I can't build the city on the Snake Pillar nor can I pillage it to remove it. I'll provide a save file if needed.
Being that mana is a pretty rare and very valuable resource (especially your first one of that type since it unlocks spell promotion paths) I would also consider them worth a lot. That said giving up all that for no guarantee of keeping access to the resource once the trade can be broken does seem a bit off. I'd want that law mana for a lot more than 20 or so turns if I gave away all those techs.Sometimes AI will value palace mana extremely high - dont know if this is technically a bug or not but it IMO disrupts gameplay - this has been reported elsewhere here in the forum too. See image. Probably have the save file too.
Edit: Added new image later in same game. Noteworthy is that at some time in between these two Kuriotate AI thought the Law Mana to be almost worthless. Should have saves for that too.
I canceled the first deal (image #5) after ~10 turns. When I then tried to get new stuff they werent interested anymore and offered almost nothing. Some time later (image #6) however they again offered a lot. Unless they need it to build the respective tower or sth like that I dont think this makes any sense. And even then its IMO out of line with other AI behavior which is deliberately not entirely selfish just to make it hard for the human player.Being that mana is a pretty rare and very valuable resource (especially your first one of that type since it unlocks spell promotion paths) I would also consider them worth a lot. That said giving up all that for no guarantee of keeping access to the resource once the trade can be broken does seem a bit off. I'd want that law mana for a lot more than 20 or so turns if I gave away all those techs.
Yeah, this seems like a bug. One savegame for each situation (AI offers to much, AI offers nothing) would be great. Then I can go through the calculation step-by-step.I canceled the first deal (image #5) after ~10 turns. When I then tried to get new stuff they werent interested anymore and offered almost nothing. Some time later (image #6) however they again offered a lot. Unless they need it to build the respective tower or sth like that I dont think this makes any sense. And even then its IMO out of line with other AI behavior which is deliberately not entirely selfish just to make it hard for the human player.
Turn 209 - see image - you have to move the NW scout one tile westwards to contact the Kuriotates. They will then offer lots for the Law mana.Yeah, this seems like a bug. One savegame for each situation (AI offers to much, AI offers nothing) would be great. Then I can go through the calculation step-by-step.