New Version - October 1st (10/1)

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Ok, 2 minutes and 30 secondes for the AIs on my rig. Way too long :(.

On the war topic : I really like the new system concept (inspired somewhat by CK2/EU4 ?). However it seems the AI is not realistic enough : I conquered all the City of another player but his capital. He still refuses any peace possiblity. The game is also stating that his army is somewhat bigger than mine, mainly because he got a navy (I suspect) which is worthless because most of my cities are inland.

Tactical AI : His navy was surrounding a City I just captured, but never tried to capture it again, maybe because he guessed I could take it back. instead he stead at firing range (and when a boat was low on health, it was running away). Not as bad as before, however the AI could move his boats out of firing range.
 
That was a monster bug I found. Fixed in this latest 10-10 version. Turns out AI deals to other AI that aren't bilateral (i.e. deals going through the diplo AI) are never checked for value by the intending player! This was a vanilla bug, it seems. In short, if the AI offers something to another AI (and wants to make a deal for it), it never checks to see if the final deal is in their favor or is worthwhile! Cities would be traded, along with other stuff, for nothing.

Guess that explains why they keep accepting deals to attack me while I can't possibly bribe any AI to attack anyone, ever.
Actually, the more I think about it the more it makes sense, what a silly bug. I mean I guess it didn't matter much in vanilla, but still, WOW.
 
Guess that explains why they keep accepting deals to attack me while I can't possibly bribe any AI to attack anyone, ever.
Actually, the more I think about it the more it makes sense, what a silly bug. I mean I guess it didn't matter much in vanilla, but still, WOW.

The AI didn't know how to do deals for stuff like war/peace/cities in vanilla. So the bug existed because it was unused.

G
 
I don't know if it's only me, but the AI seems to struggle to finish its turn.

Sadly this is a new bug which appeared in version 9/27 and is somehow related to unit(s). I have been trying to find some pattern, but so far it is eluding me (you can find more in the bugs thread)).

If it becomes unbearable, you can use IGE and insta-kill all units of the AI civ which is lagging. This helps in 100% cases, however you will seriuosly hurt the said civ.
 
Sadly this is a new bug which appeared in version 9/27 and is somehow related to unit(s). I have been trying to find some pattern, but so far it is eluding me (you can find more in the bugs thread)).

If it becomes unbearable, you can use IGE and insta-kill all units of the AI civ which is lagging. This helps in 100% cases, however you will seriuosly hurt the said civ.

Good to know that it's not me :D

G. , did you look into that too ? Looks like a really annoying bug impacting game experience.
 
Gazebo said on Github that this will be probably addressed in the upcoming version.

It's been fixed in the test version, atleast for me. Before, the slowdowns would start around 200. Now I'm at turn 300 and it's running like it used to. So far so good!
 
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