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I think I figured out ridicilous AI's behaviour after transition into 4.0 with barbs. Bots may even loose cities on Emperor to raging barbs and can't to recapture it back in 30-50 turns (real shame). So my guess is they cannot use their garrison to clean barbs (which was one of the fixes to help with stupid abandonment of their cities during sieges at war).
Spoiler img :
botgarrisoned.jpg
 
No, memory issues as in the civ5 engine having limits.
Oh crap. I just hit the wall again, this time I was on large/archipelago/epic. Tried using f10, turned off all displays, etc...no luck. I already had the game won, but was having fun grinding through those last few turns to the victory screen. Is this a hard cap on memory? IE, there's nothing I can do to upgrade or get a better computer to fix it b/c it's from the base game?
 
Oh crap. I just hit the wall again, this time I was on large/archipelago/epic. Tried using f10, turned off all displays, etc...no luck. I already had the game won, but was having fun grinding through those last few turns to the victory screen. Is this a hard cap on memory? IE, there's nothing I can do to upgrade or get a better computer to fix it b/c it's from the base game?
Yes its because base game integer too low.
Strategic view can help also turning off yields, etc..
 
I think I figured out ridicilous AI's behaviour after transition into 4.0 with barbs. Bots may even loose cities on Emperor to raging barbs and can't to recapture it back in 30-50 turns (real shame). So my guess is they cannot use their garrison to clean barbs (which was one of the fixes to help with stupid abandonment of their cities during sieges at war).
Spoiler img :
Attacking from a city doesn't advance the unit. They need to do that more, especially against weakened units.
 
Hey, just curious, i playing usually with those mods:

Global - Civilians Move After Purchase​
Global - Pro-rata Buildings Purchase​
Maps - Rotate Start Position​
Units - Cheap Workboats​
Units - No Mechs/XCOM​
UI - No Auto-Embark Workers​
UI - Overlay Barbarians​
UI - Overlay Luxuries​
UI - Overlay Resources​
UI - Overlay Unimproved Tiles​
UI - Overlay Antiquities​
UI - Enhanced Demographics​
UI - Overlay Road And Rail​
UI - Overlay City Limits​
I I always considered them, "non invasive and stand alone", so i didn't bother too much with worries about compatibility, but actually it turned out with just installed 4.2.7 the "UI - Overlay Antiquities"
is breaking the UI, the same as Happiness section, looks the whole Monopolies section..
I'm writhing it, cause, it was the last of those mods that my intuition told me that should break anything and it took me like 15 load/save/clicking/unclicking of mods to find this foker :)
So my question, are those mods considered "supported" by the community, or are they some kind of "outcasts/deprecated"?

1698722140663.png
 
I also noticed strange behavior of the AI, albeit on version 4.2.2, but since they write it, they probably haven’t fixed it.
The strange thing was that Egypt attacked and destroyed my army; at that time there were no walls yet, and he had about 4 chariots + melee units. so he walked around the city with them for a VERY long time, I didn’t attack, although his attack was without a response, then he destroyed the city, BUT during this time I managed to build a settler, found a new city, restore the one that the AI destroyed and also build 4 archers!! although there was a moment when I had 0 and 1 armies and 1 newly built city.... but why didn’t the AI storm it even though the chariots were quite approaching, shooting and driving away WITHOUT RESPONSE attack....

so I agree that the AI is VERY weak and builds little new cities, and is VERY reluctant and for a long time and not willing to capture cities.... It fights very well, it’s difficult to attack it
 
Hey, just curious, i playing usually with those mods:

Global - Civilians Move After Purchase​
Global - Pro-rata Buildings Purchase​
Maps - Rotate Start Position​
Units - Cheap Workboats​
Units - No Mechs/XCOM​
UI - No Auto-Embark Workers​
UI - Overlay Barbarians​
UI - Overlay Luxuries​
UI - Overlay Resources​
UI - Overlay Unimproved Tiles​
UI - Overlay Antiquities​
UI - Enhanced Demographics​
UI - Overlay Road And Rail​
UI - Overlay City Limits​
I I always considered them, "non invasive and stand alone", so i didn't bother too much with worries about compatibility, but actually it turned out with just installed 4.2.7 the "UI - Overlay Antiquities"
is breaking the UI, the same as Happiness section, looks the whole Monopolies section..
I'm writhing it, cause, it was the last of those mods that my intuition told me that should break anything and it took me like 15 load/save/clicking/unclicking of mods to find this foker :)
So my question, are those mods considered "supported" by the community, or are they some kind of "outcasts/deprecated"?

View attachment 676421
Global - Pro-rata Buildings Purchase does not make sense, since in VP buildings are invested instead of purchased.

UI - No Auto-Embark Workers stops the Dutch player from auto-building Polders in water.

Many minimap overlays are already in VP. Check base VP to see which ones are available first.
 
Global - Pro-rata Buildings Purchase does not make sense, since in VP buildings are invested instead of purchased.
I'm using it since times, when you had more then 50% of production, you couldn't use gold investment on buildings.. (or actually i dont remember, maybe i was annoyed, that i have to pay full prize when i was 2 turns away and wanted rush any way)
But, i just realised today :) , that it wouldn't really matter, depending on how/if production overflow works, and after short testing, i wasn't sure how it really works, so i left the mod..

More or less scenario of my test was following..
I had council, that i build up to 2 turns to finish, with build cost 49 on Epic speed, with city production 13 (took tradition production, and started on Renaissance)
Then i rushed, and total cost dropped..
And now is part i don't understand.. i Expect it to drop to 24-25prod, and this number was shown, when i added next item, and put Council lower in the queue.
But when the Council was on the top of queue the cost switched to 35.. it looked like it scaled cost to not do the overflow.. Any way, i wasnt able to explain it in any deterministic manner, maybe i was sleepy :)
But then in next scenario i had 13 overflow after rush (something like 43/30) with 13 city production, so i expected, the next turn, next building will get immediately 26 production, and it got 13..
So honestly, i just realised, im not really sure, if production overflow work..
I was sure it works, since i had it multiple times, but maybe something is lost in a moment, when you rush building under 50%.. i dont know..
Any way this mod scales the prize when building is under 50%..
But if production overflow would work ideally, theoretically this mod would be a cheet..
Like lets say building have 100 production, and lets say 200 gold rush, and u have 2 turns left when you rush it, so cost would drop to 50, so you immediately get 40 production overflow,
now with scaling you would probably pay like 50 gold.. so it would be much more cost effective than intended.. But it would require more thorough testing..

Any way.. can anybody tell me, how exactly production overflow should work? Just realised, i had some assumption from long time, but it seems they are not coherent with reality :)

UI - No Auto-Embark Workers stops the Dutch player from auto-building Polders in water.
My last game i had this mod, and AI Dutch build polders on coast.. This mod basically stops automated workers the second they go to coast, nothing more..
I start to play it, because of some game, when i had islands, and during war my workers were constantly picked up by enemies..
But my concerns wasn't regarding this particular mod, but all of them together.. I had the link from i think Ponton bridges thread, but many of them were never mentioned in other topics..
So i consider this side kinda niche..
Many minimap overlays are already in VP. Check base VP to see which ones are available first.
Just did a quick look, and it seemed for me, that those views, i used wasn't present on the overlay.
 
Overflow cannot exceed one-turn worth of production.
 
I also noticed strange behavior of the AI, albeit on version 4.2.2, but since they write it, they probably haven’t fixed it.
The strange thing was that Egypt attacked and destroyed my army; at that time there were no walls yet, and he had about 4 chariots + melee units. so he walked around the city with them for a VERY long time, I didn’t attack, although his attack was without a response, then he destroyed the city, BUT during this time I managed to build a settler, found a new city, restore the one that the AI destroyed and also build 4 archers!! although there was a moment when I had 0 and 1 armies and 1 newly built city.... but why didn’t the AI storm it even though the chariots were quite approaching, shooting and driving away WITHOUT RESPONSE attack....

so I agree that the AI is VERY weak and builds little new cities, and is VERY reluctant and for a long time and not willing to capture cities.... It fights very well, it’s difficult to attack it
The most recent releases include tactical AI fixes.
 
Hej, i encountered city state unit with hellenic league of the Greek, most probably given by diplomatic mission.
I assume that since the other spearman didnt had it. Is this correct?
I'm mean, i wouldn't complain that much, but they seriously kicked my ass :)
1698782368787.png
 
Had been having very low approval for quite of turns and a city decided to turn into a CS. txt key notification - not much of a info.
Spoiler img :
1698788195916.png
 
So i'm well into indusrial in my new 4.2.7 game and i can confirm that all CSs dont seem to build defensive buildings at all, used IGE and they dont even have walls so they collapse pretty easily.
Its worth a look i think. Oh and i'm using the UCS mod as well, so no idea where the fault in logic can be attributed to.

In contrast puppets build defensive buildings just fine.
 
Now what I can tell of "tactical" intelligence of AI. Before I was'nt able to lure low hp barbarian onto unguarded worker, now I can. Instead barb would retreat to heal. Now it got jebaited right into 1st radius of garrison. Does particular option configure such behavior? cuz it feels like 3.x version were much more satisfying (can't say I played a lot games at 3.x vers tho, haven't played a lot this year)
 
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