Thanks, that is very helpful. Not surprising, as I haven't given the Mutagen and its related buildings / units any thought since practically the first release of this mod. It needs serious reworking anyway, so I'll look into that this weekend...
I didn't know units' XP could be capped... or is it because the unit runs out of promotions? (Woodelf, any thoughts?)Bastian-Bux said:Two problems:
1st: experience for the irregular militia is capped at 12. Thus your first unit caps at 3 promotions, which is by far not enough to withstand a continuous onslaught of xeno waves (playing marathon will leave you a long time with irregulars).
2nd: as a result AI civs tend to die off quickly early in the game.
Two possible solutions: either don't play slow games, or add a 2nd unit for slower games.
Padmewan said:I didn't know units' XP could be capped... or is it because the unit runs out of promotions? (Woodelf, any thoughts?)
Bastian-Bux said:Is your logic checking if the energy waves knocked out a civ, or if they took it over?
AI doesn't seem to handle pop growth that well yet. So the energy waves often knock out 1 pop towns -> town isn't taken over by them.
File "CvScreensInterface", line 598, in forceScreenRedraw
File "CvMainInterface", line 688, in redraw
File "CvMainInterface", line 2650, in updateHelpStrings
RuntimeError: unidentifiable C++ exception
ERR: Python function forceScreenRedraw failed, module CvScreensInterface
I dunno, I stopped playing the game several months ago, when the common wisdom was "Chop your first settler!"Bastian-Bux said:Padweman, probably. Actually most players dont build workers nor settlers until a town reached at least size 3, so why shouldn't the AI do otherwise?
I was thinking that...woodelf said:Free worker at the start?