Orbital Hotel

CainStar

Warlord
Joined
Aug 15, 2007
Messages
231
I don't know if this meant to be, but the Orbital Hotel is classified as a "normal" building, even thou the "building icon" has silver star on it, signaling that it should be a National Wonder.

Also two great peoples descriptions are fully in BOLD 1. Ineni 2. Acamapichtli
EDIT1:
Thunderbrd also mention that he improved the hunting AI in revision 9441. Did he mean hunting on land only? I just noticed that when I hit modern era, and at some point upgraded my sea hunting ships to 'Modern Battleship' they stopped actually hunting, and acted like they were only exploring. This seems to relate also to modern are hunter units too. Can't exactly pin point when this "lost of interest" happens well there is no "open land" to hunt anymore. But anyway to this point I had specific the "attack chance" for automated hunting to 80% in early game to protect my hunter(before thunderbrd removed the auto upgrade to marching). So I decided to do an experiment and lower the "attack chance" to 0%, I mean there is no real danger for my sea hunter units since I'm in transhuman era and I am using unmanned destroyers, and behold they resumed actual hunting. I don't know how, or why, they started hunting again, but I doubt that everything is "all right" with the "attack chance" % thing, since I am quite sure that my unmanned destroyers have better chance than 80% on average agains wild sea animal.

EDIT2: The Virotherapy Clinic 'building' also has golden star on it, but is classfied as normal.
 
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Pretty sure this happens because our hunters are getting TOO strong relative to their prey, and thus will no longer hunt animals that don't challenge them.
 
Did he mean hunting on land only?
I'm not sure, honestly. I'd have to check to see if the sea hunting routines use the same calls. They probably do but I'd have to confirm that. Sea and Land UnitAI types ARE different by definition but they can often use the same functions and when I was working on the land hunting functions, it probably should've impacted the sea ones as well, but there could still be some of the problems that existed in the land hunter routines.

Pretty sure this happens because our hunters are getting TOO strong relative to their prey, and thus will no longer hunt animals that don't challenge them.
Maybe. I don't think that's possible though... and his adjustment to 0% appearing to help kinda counters some of that suspicion. But I wouldn't rule it out without looking at the exact coding. Wouldn't be the first time that a negative value is throwing things off in unexpected ways.
 
I'm not sure, honestly. I'd have to check to see if the sea hunting routines use the same calls. They probably do but I'd have to confirm that. Sea and Land UnitAI types ARE different by definition but they can often use the same functions and when I was working on the land hunting functions, it probably should've impacted the sea ones as well, but there could still be some of the problems that existed in the land hunter routines.


Maybe. I don't think that's possible though... and his adjustment to 0% appearing to help kinda counters some of that suspicion. But I wouldn't rule it out without looking at the exact coding. Wouldn't be the first time that a negative value is throwing things off in unexpected ways.
Considering my hunters/trackers completely ignore dart frogs and similar critters and the fact those have litterally overbred my island... yeah. I'm going with "These are too weak for my hunters to care to target them."
 
Considering my hunters/trackers completely ignore dart frogs and similar critters and the fact those have litterally overbred my island... yeah. I'm going with "These are too weak for my hunters to care to target them."

Of course if you would turn "Off" hunter automation you would not have this problem. Yeah you would have to manually move your hunters to attack. :rolleyes::mischief: :crazyeye:

JosEPh ;)
 
Hunting AI is meant to take away the insane micromanagement that is hunting. Turns already take a a long time to complete, having 5-20 animal killing units when most of the animals are no longer there and you're busy trying to find them can be quite the task, and it only gets exacerbated the longer the game goes. Once you hit even partway through Ancient, the task barely even is worthwhile, except at sea, and even then....
Ofcourse, partway through ancient you also get all sorts of fast units that can go around doing whatever you want. In my latest game I have like 30 cats in huntmode...and all of those cats are ignoring things like dart frogs. There are areas of my continent, when I used a master hunter ( who was also ignoring these things and walking past them without a care in the world ) I could kill 8 of them in a row they were so packed in.
So yeah. This is very clearly a "They are too weak" problem, and though they'll go after Workers/gatherers/etc whom have no defense power whatsoever, the hunting units will just straight up ignore the really weak stuff.

This might not be an issue if I could still build the weaker hunting units ( chasers, wanderers, trackers, etc. ) when I have the max of my highest tech... but I can't. Which is irritating to say the least.

EDIT: it doesn't have to be dart frogs. This is just being used as an example only. I've seen cats who have a 99% chance to win against barbarian units just move away.
 
Shoobs if you can fix it then do so. Post your fix for it in a new thread and we will Try to get it incorporated into the mod If it fits the design scheme.

Thank you for your reports and opinions on how the Mod should play.

JosEPh
 
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