More than 18 civs. Seriously now, is it possible?

SeikoWatch

Chieftain
Joined
Aug 16, 2008
Messages
1
Hi, I've searched this website but I didn't manage to find a solution to this. Is there a simple way to add more than 18 civs? Thanks in advance.
 
I would NOT use Lt.Bob's (40-civ) or Solver's (50-civ) patches, as both are seriously flawed. Both LtBob's and Solvers patches have bugs that prevent the AI from using it's bombers if you have a single fighter in the air on Intercept. Neither has fixed or updated their patches since the bug was revealed some time ago.

You are more then welcome to try the Wolfshanze Mod, which allows for 40-civs and has no bug as the other patches do with bombers. The link is below in the sig-line... if you don't want the full Wolfshanze Mod, the game patch for 40-civs is also offered as a separate download.
 
While I might be guilty of the occasional plug, I do speak the truth about the serious bug in Lt.Bob and Solver's patches... I am a big fan of both, and it saddens me to say that neither has fixed that problem (but the Wolf has in his mod!). ;)
 
How could that happen? As far as I know, all Lt. Bob did was add in a couple of things related to global warming and the number of players... what went wrong?
 
How could that happen? As far as I know, all Lt. Bob did was add in a couple of things related to global warming and the number of players... what went wrong?
Lt.Bob based his most current (5.0 for v3.17) release on Solver's 0.19 patch... the problem with bombers not attacking is in Solver's 0.19 patch, so any DLL based on it (such as Lt.Bob's v5.0) also has the same problem (unless it has been solved since discovery... and neither Solver nor Lt.Bob have fixed it since this has been made public).

I had the same problem with my custom DLL some time ago, and to see where the problem was and who did and didn't have it, I checked the default v3.17, Solver's 0.19 and Lt.Bob's v5.0... the problem is NOT in default v3.17, but it IS most-definately a problem in both Solver's 0.19 and Lt.Bob's v5.0... check it yourself if you don't believe me. I have long-since fixed that bug in my own custom DLL (which was in-fact based on Lt.Bob's patch), but the problem still exists in both Lt.Bob and Solver's patches for v3.17.
 
Hmm, I guess that makes sense. One rotten apple spoils the whole barrel. :( How did you fix it? What .cpp files need to be changed?
 
The problem being in Solver's 0.19 has extended to anyone who took his work and added-on to it (unknowingly spreading the problem). There is a solution however.

The additions in CvUnitAI::AI_attackAirMove which I believe were intended to cause lightly damaged planes to keep attacking when no interceptors were present was not placed inside an if( getDamage() > 0 ) and apply to all planes. If there is an interceptor in the area AI bombers will not perform any kind of bombing run with the code as it stands in 0.19.

This was solved both in my own patch, and in the Better AI 0.35 patch.
 
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