Quick Questions / Quick Answers

You can change the value "1" to "0" in this line:

UPDATE GameOptions SET "Default" = 1 WHERE Type = 'GAMEOPTION_EVENTS';

which is in Community Balance Patch\Core Files\Core Changes\CommunityPatchDLLChanges.sql


edit: for deleting base events, just delete the "events" folder
 
Am i talking about base events, those which come together with VP instalation? I mean, if i delete that folder, do i get rid of all of them? I haven't instaled any bonus events, unless i am moonwalker.
 
Is it possible to delete events from mod itself in any simple way? i want use really advanced setup for adjusting map,game,leader banning, but it always turns event on and i hate them.
Solution 1) Uncheck "enable event system" in advanced settup.
Solution 2) Do as meril said.
Solution 3) Delete the folder "(1) Community Patch/module/events" (not sure about the path)
Solution 4) Use the modmod "https://forums.civfanatics.com/threads/change-vp-options.620079/", so that the event system will be automatically disabled even if you reinstall VP.
 
How is the AI on water? In vanilla i just always played Pangaea, because i felt like ocean was too exploitable against AI, it was almost hard to LOSE water-water or water-land wars. Is the AI with this patch good enough with water that playing archipelago isnt a breeze?
 
How is the AI on water? In vanilla i just always played Pangaea, because i felt like ocean was too exploitable against AI, it was almost hard to LOSE water-water or water-land wars. Is the AI with this patch good enough with water that playing archipelago isnt a breeze?
In short : archipelago no, continent yes.
The AI does not know the map type, and will not understand why there is so few land in archipelago. You will still find AIs delaying naval development in favour of a land army...
However, if you obtain archipelago from random, since you, as a player, may take some time to understand the kind of maps, it it a little more balanced.
Continent-like maps is ok. The AI is still weak at coastal defense, but he is reasonnably strong at naval offense.
 
How is the AI on water? In vanilla i just always played Pangaea, because i felt like ocean was too exploitable against AI, it was almost hard to LOSE water-water or water-land wars. Is the AI with this patch good enough with water that playing archipelago isnt a breeze?

I actually don't like playing Pangaea/no water maps now. In vanilla that is all I played because like you said, the AI sucked at it. Now the AI does well enough at it that I feel like I'm missing a large portion of the game if I just play on a big land mass with no importance to water.
 
However, if you obtain archipelago from random, since you, as a player, may take some time to understand the kind of maps, it it a little more balanced.

Hover the mouse over the random map ( ? ) icon and it tells you what map type you're playing on. Spawning next some 1-2 tiles long river might also be a fair hint if you want to play fair^^
 
Does the AI know how to utilize roads for things other than just city connections, like making a road to a potential war target?
 
Well that's a shame and a target for improvement I suppose.
was already suggested and forgotten due to slow movement of ais.
 
Still playing on 9-27, but
Spoiler Okaaay .... :
20171017071435_1.jpg


279,999 turns until next tech steal, even if Im just 4 tech behind and everyone is just in the industrial era. Some kind of bug I think, didnt check the religion, but what could cause it?

EDIT:
somehow the inserting of the pic isnt working really, here is a link:
https://picload.org/view/dgpoplrw/20171017071435_1.jpg.html
 
Ok, i know that there has been this question, but still i want to hear it once more :D Caravans/TR overall. What determine its lenght, what decrease it, or rather what decrease number of turns need to finish it. For example, i have now a city 4 tilles far from cs. I have launched caravan there and it takes 24(+1 launching turn) turns for it to finish. Caravanseries just extend a range of it and since i see them move 2 tilles pt, i wonder if anything, maybe except roads can help it.
 
Ok, i know that there has been this question, but still i want to hear it once more :D Caravans/TR overall. What determine its lenght, what decrease it, or rather what decrease number of turns need to finish it. For example, i have now a city 4 tilles far from cs. I have launched caravan there and it takes 24(+1 launching turn) turns for it to finish. Caravanseries just extend a range of it and since i see them move 2 tilles pt, i wonder if anything, maybe except roads can help it.
Chopp forests in the path, clean swamps. Place roads and railroads, shortest way if posible, slightly longer if you want to place more villages. That's it. If your units can move faster, your trader will move faster, thus will return earlier. IIRC, there's also a minimum time for the trader to stay in the city selling things.

As for range, was it 12 steps as base, increased by buildings and techs?
 
Yes, i understand a stuff making caravan move faster along with units, but i have experienced also TR expire limit below 20 so i am rather interrested, if that ,,minimum'' time for finish decrease with techs/buildings/eras etc. Right now, in Classical i can launch TR with a minimum 25 turns, no matter if naval or land.
 
Sup, new here.
Is having a large stack of workers appear after capturing a mid/late game settler intended?
 
No it wasn't a barbarian unit. I captured another civ's settler around the mid game (230-250 ish?) when the ai was trying to settle in a remote corner of my island. The capture spawned about 10+ workers in a stack instantly.
 
Sup, new here.
Is having a large stack of workers appear after capturing a mid/late game settler intended?
Not intended, unless the AI did have all those worker on the same tile. (Civilians units can be on the same tile)
 
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