Quick Questions , Quick Answers

Was going to refer you to the post on this: https://forums.civfanatics.com/threads/c2c-combat-mod-option-hide-and-seek.558547/
But I see that all the helpful graphics have been removed from the hosting site so will have to be repaired at some point.

Of course, a veil gives a unit the possibility of being hidden but it depends on what the potentially observing units have in spot. IF they have higher spot on the tile the unit is in, they'll beat that veil and if all veils are beat by a unit or collection of units, the player with those observing units gets to see the veiled unit.

Generally speaking, your units with Spot have that Spot of the amount and types listed into the same and adjacent plots and then -1 per plot outward from there to the limit of the overall sight limit of the unit. Additional Spot Range will extend this maximum Spot rating out a space, but not to exceed the limit of sight overall.

Therefore,
And + 1 SIZE Veil means, tarantula can't see me?
It means that if the Tarantula doesn't have any Size Type Spot ability, yes. However, MOST all units have SOME Size Type Spot value and the basis of it comes from the unit's Quality ranking. So a more naturally combatative unit tends to be more aware of the smaller details in their environment and around them. You'll have a very hard time avoiding detection from a hero unit by simply splitting down your unit to a bunch of individual sized units to slip past unnoticed.

In general, what is the visibility of different size without any spot os SIZE veil, as reference to measure what does Size veil or spot works for me? How can I use it with a conctrete example?
Generally speaking, a Standard Quality unit is going to spot any Company+ volume unit of Medium size+. That's probably, IIRC, about the balance point of it. If your unit volume or individual size is smaller, it might require a little more awareness than what is usual from a Standard Quality unit to spot you. There can be numerous other factors as well.
 
Hi.
I have adjusted in the XML, making units gain more XP in combat. This have made my units stronger, faster. However also Neanderthals, Barbarians and Animals takes advantage of it. They make "super" units (also with Size Matters) which can be one hell of a challenge. Like Neanderthal Mammoths with 50-60 in strengh (with lots of promotions) for example, or very strong Bisons, Elephants etc. I realized that this makes a much more challenging and enjoyful gameplay. Now Barbarians and Neanderthals can actually occupy Humans and AI cities easier.

My question is if it's possible to make only non-human players get this "bonus" ?
 
Interesting issue I've noticed in my current game. It seems like whenever I load my save for that day's session a bunch of civs are willing to trade technologies. If I end the turn without trading, they all change their minds and the game continues from that point, sometimes being willing to trade, but mostly not. Then when I load the next day, they are willing to trade for the first turn again.
 
Interesting issue I've noticed in my current game. It seems like whenever I load my save for that day's session a bunch of civs are willing to trade technologies. If I end the turn without trading, they all change their minds and the game continues from that point, sometimes being willing to trade, but mostly not. Then when I load the next day, they are willing to trade for the first turn again.
yeah trade is weird like that - takes a round for it to get set right. And it's made to vary a bit as well. I don't work on trade code. At all.
 
1. After upgrading a unit - eg "all units" with alt-upgrade, all the units are activated next turn and I have to fortify them all again.
  • Alt-F changes the camera angle.
  • Alt-while clicking fortify does not work.
So I have to manually fortify all cities. There must be something I'm doing wrong.


2. Also, in prior version (39,40) there was a bug option for missionaries start automated. I can't seem to find that in the current BUG option.
 
2. Also, in prior version (39,40) there was a bug option for missionaries start automated. I can't seem to find that in the current BUG option.[/QUOTE]
Not in bug options, in game options.
 
After upgrading a unit - eg "all units" with alt-upgrade, all the units are activated next turn and I have to fortify them all again.
Standard Vanilla behavior.
 
Hi.
I have adjusted in the XML, making units gain more XP in combat. This have made my units stronger, faster. However also Neanderthals, Barbarians and Animals takes advantage of it. They make "super" units (also with Size Matters) which can be one hell of a challenge. Like Neanderthal Mammoths with 50-60 in strengh (with lots of promotions) for example, or very strong Bisons, Elephants etc. I realized that this makes a much more challenging and enjoyful gameplay. Now Barbarians and Neanderthals can actually occupy Humans and AI cities easier.

My question is if it's possible to make only non-human players get this "bonus" ?

There's ALWAYS a way. But probably not an easy way in the xml alone.

Neanderthals and Barbarians gets so powerful I have to protect my rival/enemy civilizations until they can defend themselves, else the Barbs win the game for me. Especially on the slowest gamespeeds.
 
Especially on the slowest gamespeeds.
This, what Difficulty level you play, and Game set up options makes a huge differences. Slowest GS skew the playing field for the AI.

Do you use all the Perk options you can? Or do you restrict yourself? It really boils down to your preferred Set up Options and play style.
 
my quick question: why can't I merge my units as much as the AI? I see their strongest stone thrower growing and growing, but I can't seem to get passed the first SizeUp. I have 3 of them on the same tile, none have moved this turn, all are the same size level (largest I can achieve, I believe it was Party). I found a changelog which said the maximum size should be Battalion in prehistoric age, but I'm well below that. and yet, the size up button does not appear.
 
my quick question: why can't I merge my units as much as the AI? I see their strongest stone thrower growing and growing, but I can't seem to get passed the first SizeUp. I have 3 of them on the same tile, none have moved this turn, all are the same size level (largest I can achieve, I believe it was Party). I found a changelog which said the maximum size should be Battalion in prehistoric age, but I'm well below that. and yet, the size up button does not appear.
Max volume is a matter of how many merges you can do, not a static size such as Battalion. You can merge once per era you've achieved (so once in Prehistoric) and another time if you are in the Ancient and another if Classical and so on. It's possible that your foe has achieved a greater degree of tech and is not still in the same era, OR you may be looking at quality up promotions being the reason they have added another rank shift. AI should be equally hindered by their own tech level on this matter. If they aren't limited by their era of achieved tech in how many times they can merge, there could be a bug.
 
The limit in prehistoric is one size bigger than what the unit starts with when built.
Two times bigger in ancient, etc.
AI shouldn't be able to merge a specific unit more than you unless their in a higher era.
 
Thanks, you're both right. The AI unit I'm looking at is in fact a super-promoted unit not a unit that's merged a level higher.
 
Is there a reason for the AI to run around the map with units stacked with storytellers?
Maybe trying to move them from one city to the next if they are falling behind in various spots with education.
 
Maybe trying to move them from one city to the next if they are falling behind in various spots with education.
Also moving to border cities to build up Education Or Patriotism to maintain cultural stability. In every city screen in the lower left is a bar that shows the % of Culture that is native vs other. In the lower right is a culture bar showing progress to next Culture level. STs can play a part in either bar.
 
Patriotism to maintain cultural stability
I don't think the AI has any routines for that right now though I COULD be wrong. My planning includes teaching them to do so.
 
I don't think the AI has any routines for that right now though I COULD be wrong. My planning includes teaching them to do so.
But you did make the Patriotism promotion for the ST line. If the AI has a promotion available does it need special coding to use it?
 
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