Project SYNTHESIS

I have tested giving lots of chariot etc to stimulate the Alexander era..
But AI Greek don't use it to attack back Persia but sending them to protect their South Italian attachment from Rome and become the most powerful state in Mediterranean..

Later Persia collapse because of Arab Invasion and AI Greek is still the central power of Europe at that time..

Their army are raiding everything that are war against them in Europe not in Persia

And they are living peacefully with Persia, Babylonia and Phoenicia...
 
I have tested giving lots of chariot etc to stimulate the Alexander era..
But AI Greek don't use it to attack back Persia but sending them to protect their South Italian attachment from Rome and become the most powerful state in Mediterranean..

Later Persia collapse because of Arab Invasion and AI Greek is still the central power of Europe at that time..

Their army are raiding everything that are war against them in Europe not in Persia

And they are living peacefully with Persia, Babylonia and Phoenicia...

This is sort of what I expected. We'll need to also have a auto-declaration of war then and changes to the war maps.
 
The war maps are already heavily focused on Mesopotamia and Persia.
 
Short news :)

I tested once again..
Give 1 stack of Chariot, 2 stack of Phalanx, few Axemen and Warriors..
Also via Diplomacy Screen in WB, Make relationship between Greek and Persia is at War and -100..
Since Babylonia had captured by Hittites and move to Nineveh,
I give Hattusas, Babylonia, Jerusalem and Ur to Persia..

Nice thing!
Greek raid Hattusas, Jerusalem and Ur quite easy..
But when they're about to capture Babirush that is heavily defended with lots of Immortal (WB),
They stop and gone back to Europe.. =_="

Btw, what's in about the TXT_KEY etc?
Is that about the dynamic names one that you're working on now?
If it is, okay then~ *I was afraid since I thought my games weren't fully updated~*
 
The more I think about it, the more I am convinced that we need a new unit AI like UNITAI_CONQUEROR that sets the unit to seek to conquer all cities from a previously specified list of targets and return to another AI type only after the list is empty.
 
Short news :)

I tested once again..
Give 1 stack of Chariot, 2 stack of Phalanx, few Axemen and Warriors..
Also via Diplomacy Screen in WB, Make relationship between Greek and Persia is at War and -100..
Since Babylonia had captured by Hittites and move to Nineveh,
I give Hattusas, Babylonia, Jerusalem and Ur to Persia..

Nice thing!
Greek raid Hattusas, Jerusalem and Ur quite easy..
But when they're about to capture Babirush that is heavily defended with lots of Immortal (WB),
They stop and gone back to Europe.. =_="

Btw, what's in about the TXT_KEY etc?
Is that about the dynamic names one that you're working on now?
If it is, okay then~ *I was afraid since I thought my games weren't fully updated~*

1) Perhaps a Companion Cavalry UU instead? With bonus against horses, so the immortals are crushed.

2) Yes, that's what causes the TXT_KEY's
The more I think about it, the more I am convinced that we need a new unit AI like UNITAI_CONQUEROR that sets the unit to seek to conquer all cities from a previously specified list of targets and return to another AI type only after the list is empty.

Excellent idea. I'll look into this as well.
 
Yeah. I have no idea how Unit AIs work but the basic idea would be to copy the code for UNITAI_CITY_ATTACK but modify the city target algorithm so it only targets cities that are put into the target list before. With a little tweaking one could even use this to get rid of some bad behaviour like leaving these cities undefended immediately afterwards as well.
 
Yeah. I have no idea how Unit AIs work but the basic idea would be to copy the code for UNITAI_CITY_ATTACK but modify the city target algorithm so it only targets cities that are put into the target list before. With a little tweaking one could even use this to get rid of some bad behaviour like leaving these cities undefended immediately afterwards as well.

I'm gonna work off of K-Mod, Karadoc added a Unit AI I believe.

Another personal milestone on the way then: AI editing outside of the infrastructure Rhye already constructed :D
 
If it works :D
 
By the way to both of you,
Jerusalem culture is so annoying..
And please make tiles like (61,41) to (62,41) [Sicily] etc cross-able via Sea..
It is in fact are separated islands and should be cross-able with naval units..
And the Istanbul strait..
And many many more elsewhere :p
 
The Istanbul strait is crossable via ... Istanbul :D
 
Well.. okay -_-
Just found out that the tiles become important only after Megara built colonies Byzantium there...
But how about the strait in Sicily, Bali, etc? You'll fix it right? :D

Btw, is the automatic-scripted-war is turned off?
I am with peace when I first met Persia (as a Greek)
I am with peace too when I first met Carthage (as Rome)
 
No, it's always been randomized.
 
Hello,
I love this game! Well done to those who work on it!

Any news on the Dynamic civ names yet?
and when they are finished will I be able to customise the names on my own game? I only ask as I am a big fan of having Dynamic civ names in the language of the civ; L'Empire Francais instead of The French Empire etc.

Is this just me? :cool:
 
This you can do in every version of RFC, it's only a little more difficult usually because the text keys are numbered, so you don't see from its name what it's for. You can find them in Assets\XML\Text\ and then CIV4GameText_DynamicCivNames_00EGY for Egypt for example.
 
Hello,
I love this game! Well done to those who work on it!

Any news on the Dynamic civ names yet?
and when they are finished will I be able to customise the names on my own game? I only ask as I am a big fan of having Dynamic civ names in the language of the civ; L'Empire Francais instead of The French Empire etc.

Is this just me? :cool:

http://forums.civfanatics.com/showthread.php?t=415991 :D

I haven't updated it in a while though.
 
As we are discussing about dynamic civs name..
To prevent a double-work someday in the future..
Please somebody broke the generic vassal name for some civs..

Because,
All new civilization we are adding will use the generic vassal name..
If its not broken and we keep adding new civilization as we progress..
We might see in the scoreboard dominated with names start as "Protectorate of ..."
 
Traceback (most recent call last):
File "CvEventInterface", line 23, in onEvent
File "CvRFCEventManager", line 111, in handleEvent
File "CvRFCEventManager", line 122, in_handleDefaultEvent
File "CvRFCEventHandler", line 649, in onVassalState
File "DynamicCivs", line 3041, in onVassalState
File "DynamicCivs", line 2916, in onCheckName

UnboundLocalError: local variable 'pMasterPlayer' referenced before assignment
 
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