I'm thinking that maybe the new dynamic scale code could be used for the Adaptive trait too.
Also, I noticed that Paramanders can only be built if you have copper. I would expect to be able to build them if I own only iron or mithril too.
e first thing that the AI did (leading the Grigori) was switching to Religion. Since Agnostic leaders cannot benefit much from Religion, shouldn't they prefer Nationhood or Pacifism instead?
I think that we can always have two different options, if the current one is desirable too. If Tholal prefers to not implement it, I still would like some pointers, as I would like to add it to my own build but I was unable to find where is the problem in the code.
Does anyone have any stategies for Into the Desert?
Meaning, when the AI builds a ship, it builds two simultaneously, giving the AI a naval advantage over human players.
I am curious about quests and the AI. If I were to add a "Holy Mountain" style quest where you must control a certain plot would the AI actively try to complete the quest? If yes, then how active would they be about trying to control the plot i.e. would they declare war if need be to get the plot?
Could you make it so that Enraged units use an AI type that causes them to attack the nearest unit whenever possible rather than running off?
Why it is that in your mod it seems like the Airport Icons are not showing up in the city bar, but in my modmod they are showing up as smiley faces? I would rather them show up as the Dimensional Mana icon or something, but have not figured out how to change it.
I'm attaching the required code for splitting the Puppet States and Revolutions options. I ran two test games with AIAutoPlay for each option and everything seemed to work fine. It could use more testing though
Thanks.Don't know what you mean by running off. I just checked the code and they're set to look for targets within 3 tiles at first but they dont just hit the first target they see. They might be trying to find targets that are more than 1-turn away. I'll try setting them to first go for targets they can reach immediately before looking farther afield.
I do have custom Gamefonts.tga and Gamefonts_75.tga files, as I added icons for 2 new resources, some new religions, and I reorganized the religions. I did not touch the bottom couple rows of icons in either file though. The smile faces and all the icons used by BUG seem to be unchanged.Good question. Are you using a different Gamefonts.tga file?
Did you add the tweak that speeds up the turns?
Did you add the tweak that speeds up the turns?
It's listed in the new version's log under "misc". I did not notice the improvement while testing, though.
Thanks for the new version, but it seems like the change I requested ("Summoned transport units will try to unload cargo when they expire") is not working. All the units I loaded into my Rift were still killed along with it.