Quick Questions , Quick Answers

Wanderers should Not be able to enter borders of another Empire. If they can then Yes that is a Bug.
Why not?

As I just said on Discord:
Wanderers are explorers with the unique ability to attack but they're only effective against animals and they shouldn't be able to raze. So I think they should be able and willing to peek inside other people's territory but probably not with much if any malicious intent. Or at least much ability to BE malicious. They can make for fun distractions if you find them annoying and want to kill them - being as fast as they are they can be tough to pin down.
 
They can make for fun distractions if you find them annoying and want to kill them - being as fast as they are they can be tough to pin down.
So what about my request for killing off the WARNING instead, lol?
I don't give a crab about the actual units - but the incessant warnings annoy me immensely.
 
So what about my request for killing off the WARNING instead, lol?
I don't give a crab about the actual units - but the incessant warnings annoy me immensely.
It's being discussed. I'm not doing much coding right now but it looks like Raxo has taken pity on your situation and I've offered some advice on how to go about it.
 
It's being discussed. I'm not doing much coding right now but it looks like Raxo has taken pity on your situation and I've offered some advice on how to go about it.
You make it sound like it's my personal inconvenience, lol.
I'm pretty sure there's a lot of players who hate that alert as well - because it's both pointless and causes totally unwarranted nuisance on several levels.
Thanks anyways, of course.
 
You make it sound like it's my personal inconvenience, lol.
I'm pretty sure there's a lot of players who hate that alert as well - because it's both pointless and causes totally unwarranted nuisance on several levels.
Thanks anyways, of course.
It doesn't inconvenience me I don't feel. It would if it weren't there.
 
It doesn't inconvenience me I don't feel. It would if it weren't there.
To each their own, but I've NEVER played a game that would require me to be alerted of a sudden attack of ANY kind.
And that's besides the simple point of "what CAN you do with that alert, if the arriving danger is ALREADY too strong for you"?
Cause if it's NOT too strong, then I'd be already prepared to face it - or ignore it.
Why should I wait for an unexpected attack to happen instead of me having enough defenses for it "just in case" anyways, really?
 
To each their own, but I've NEVER played a game that would require me to be alerted of a sudden attack of ANY kind.
And that's besides the simple point of "what CAN you do with that alert, if the arriving danger is ALREADY too strong for you"?
Cause if it's NOT too strong, then I'd be already prepared to face it - or ignore it.
Why should I wait for an unexpected attack to happen instead of me having enough defenses for it "just in case" anyways, really?
I can understand how you feel but that doesn't change that I don't have time to address this myself.
 
I can understand how you feel but that doesn't change that I don't have time to address this myself.
That was a bit of a question as well:
What good this alert does, if it merely tells me that there's an incoming enemy horde that can easily demolish my defenses, sitting 3 moves away from my city?
I wouldn't have time to do anything anyways.
And in the reverse case of it being some nuisance, I should have been prepared with sufficient defenses regardless of there being a danger or not, to begin with.
If you wait to start building up defenses AFTER the shoe drops - you won't manage it in the first place.
And if you already HAVE sufficient defenses - what good is the alert for just as well?
This is more or less why I never liked it altogether - it annoys me, but it's entirely impractical in function.
But I'm quite curious what YOU can tell me about YOUR strategies in this context, indeed.
 
I'm just an "old" guy
Mind if I ask how old? I turned 69 10 days ago. AFAIK I'm the oldest active Modder on the Team. Although my area of work is going rather slowly....:P
 
Why not?

As I just said on Discord:
Wanderers are explorers with the unique ability to attack but they're only effective against animals and they shouldn't be able to raze. So I think they should be able and willing to peek inside other people's territory but probably not with much if any malicious intent. Or at least much ability to BE malicious. They can make for fun distractions if you find them annoying and want to kill them - being as fast as they are they can be tough to pin down.

Because Scouts can't that's why. And the Wanderer was designed as a pre Scout unit originally. And was not originally in the "hunter" line either iirc. Wanderer to Scout to Guide to... Chaser to Tracker to Hunter to Ranger...
 
But I'm quite curious what YOU can tell me about YOUR strategies in this context, indeed.
I tend to go on minimal defense in some areas and really need the alert sometimes. Most of the times I review my alerts rather than trying to watch them as the round opens, so they don't really slow me to have them flash up or not - and mostly it's the red dot flashing on the minimap that the alert makes happen that helps me to stay aware of where identified potential threats are - new ones I pay attn to and ones I know about I don't.

Because Scouts can't that's why. And the Wanderer was designed as a pre Scout unit originally. And was not originally in the "hunter" line either iirc. Wanderer to Scout to Guide to... Chaser to Tracker to Hunter to Ranger...
They might not actually be able to - thinking on this, barbarian anythings sure can and I don't recall seeing PLAYER wanderers invading territory but lots of barb ones.
 
I tend to go on minimal defense in some areas and really need the alert sometimes. Most of the times I review my alerts rather than trying to watch them as the round opens, so they don't really slow me to have them flash up or not - and mostly it's the red dot flashing on the minimap that the alert makes happen that helps me to stay aware of where identified potential threats are - new ones I pay attn to and ones I know about I don't.


They might not actually be able to - thinking on this, barbarian anythings sure can and I don't recall seeing PLAYER wanderers invading territory but lots of barb ones.
I meant what good does it do to you to find out that your half-defended city is 3 turns from being ransacked by a horde of 10 relatively-medium-strong barbs?
Because I've seen this happen, ya know.
If it's on Ultrafast, then why not have a decent defense team in advance anyways - or why play so weak that you don't have spare time for that either?
And if it's on Eternity - what good is the alert in the first place, since you won't be able to build any serious defense to begin with during that short time?
So what are you gaining from it in either case?

And yes, it's Barb Wanderers specifically that I was complaining about.
At least Barb Clubmen seem to know what they want to do in my territory, whereas Wanderers just... wander around it all the time and trigger pointless alerts, lol.

Oh, and ALSO:
Why does the already spotted unit re-trigger the alert anew each turn?
THAT is really more like a bug, since it's THERE already, so why give me ANOTHER alert for the SAME (visible) unit?
 
I meant what good does it do to you to find out that your half-defended city is 3 turns from being ransacked by a horde of 10 relatively-medium-strong barbs?
I find there's quite a few ways to address incoming threats. If I have to plan to retake the city then the sooner I have to set those plans the better. But usually I stock my cities with the ability to draw half of the defenses from all neighboring cities and send them to the city that looks to be under attack so that they can get there in time to make a difference in the battle. I usually maintain counterattack stacks if I'm on top of my defense game and even regional added defense reinforcement stacks. These strategies, even once setup, require being alerted asap when a problem comes in, to the point that I usually have a dog on sentry in every city to wake up whenever it sees a threat because even this alert isn't often enough for me to know for sure I'm aware every round of all possible threats.

Cities can also slave and draft depending on where you are in the game. And I like to see wanderers too because they tell me that I might be able to catch these flies if they aren't careful... which could mean captives.
Oh, and ALSO:
Why does the already spotted unit re-trigger the alert anew each turn?
THAT is really more like a bug, since it's THERE already, so why give me ANOTHER alert for the SAME (visible) unit?
Goes back to original Vanilla setup. Just hasn't been manipulated is all.
 
I find there's quite a few ways to address incoming threats. If I have to plan to retake the city then the sooner I have to set those plans the better. But usually I stock my cities with the ability to draw half of the defenses from all neighboring cities and send them to the city that looks to be under attack so that they can get there in time to make a difference in the battle. I usually maintain counterattack stacks if I'm on top of my defense game and even regional added defense reinforcement stacks. These strategies, even once setup, require being alerted asap when a problem comes in, to the point that I usually have a dog on sentry in every city to wake up whenever it sees a threat because even this alert isn't often enough for me to know for sure I'm aware every round of all possible threats.
Well, unless you're purposely making your games harder, mostly depends on you not being mediocre in the first place.
As in, don't "struggle to survive", rather "aim to dominate", at least in certain significant senses.
And that involves a much more long-term strategy, namely to decide what your empire is going to be focused on: army, gold, science, religion, espionage, population, etc.
Each of those options requires a very different focus nearly from the very start of the game, so you should decide it already during Prehistory.
Like I showed in UEM thread, I was struggling in score and buildings, yet I managed to raise an army that simply wiped out a much more massive neighbor in one strike.
Because I focused my resources into one goal (strong army), instead of spreading it all over the place and achieving nothing much in the result.
I could have spent hundreds of turns on catching up with buildings and science, but by then I would never catch up with their army (since they wouldn't wait for me either).
So I sacrificed the quality of my city for the sake of gaining ANOTHER city.
Sure, it was a lot of luck involved and so on, but I'm sure my point still applies in most cases.
Also, in fast games, I tend sometimes to focus entirely on Wonders, growing so much beyond all neighbors that they usually are easily eager to be vassalized by me.
As in: why fight them, if I can get them for free?
Or, yet another option I used to use a long time ago - spies and buying their cities (either for espionage OR literal gold, the latter being the funniest).
Yes, you CAN buy non-capital cities - and yes, it's FUN.
So there's plenty of ways to wage war WITHOUT a literal soldier army.
It all depends on the relative difficulty of the game in question (or lack thereof).
 
Hi!

Yesterday I met a great annoyance when I tried to build the "Academy of Platon": The maximum number of world wonders inside a city is limited. (4 or 5 world wonder per city as I remember.)
This is a gamebreaker to me, since I play on a tiny map with a very limited number of cities...

Question: where(and how) is this limit coded?

I have find the folowing lines in the GlobalDefines.xml file :
<Define>
<DefineName>MAX_WORLD_WONDERS_PER_CITY</DefineName>
<iDefineIntVal>14</iDefineIntVal>
</Define>
But according to these lines the limit is 14 not 4 (or 5). The map I use is a modified (by me) Snofru_spacemap. Is the stricter limit coded somehow in the map-file?
 
Hi!

Yesterday I met a great annoyance when I tried to build the "Academy of Platon": The maximum number of world wonders inside a city is limited. (4 or 5 world wonder per city as I remember.)
This is a gamebreaker to me, since I play on a tiny map with a very limited number of cities...

Question: where(and how) is this limit coded?

I have find the folowing lines in the GlobalDefines.xml file :
<Define>
<DefineName>MAX_WORLD_WONDERS_PER_CITY</DefineName>
<iDefineIntVal>14</iDefineIntVal>
</Define>
But according to these lines the limit is 14 not 4 (or 5). The map I use is a modified (by me) Snofru_spacemap. Is the stricter limit coded somehow in the map-file?
There is Unlimited Wonders game option - click on Custom Game/Scenario and look carefully at options.

Amount of wonders you can have in city is coded in culturelevel infos in assets\xml\gameinfo folder - higher culture means you can have more wonders.
This applies when playing without unlimited wonders gameoption.

What you found in global defines is unused stuff.
I removed it, so now it won't confuse people.
 
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One more question, not sure if a bug or a game state update lag.
When I use Caravans as Research buffs (by the hundreds, lol), more often than not each next tech (in the SAME turn) "lags" for a significant amount of "overflow Research".
It still adds correctly amount-wise, but the tech's UNLOCK POPUP lags increasingly - sometimes up to half a next tech's worth or more.
Really makes no sense math-wise (the tech is already unlocked, but fails to "trigger" itself to pop up), so I'd say it's a bug or a design lag.
Any ideas?
 
One more question, not sure if a bug or a game state update lag.
When I use Caravans as Research buffs (by the hundreds, lol), more often than not each next tech (in the SAME turn) "lags" for a significant amount of "overflow Research".
It still adds correctly amount-wise, but the tech's UNLOCK POPUP lags increasingly - sometimes up to half a next tech's worth or more.
Really makes no sense math-wise (the tech is already unlocked, but fails to "trigger" itself to pop up), so I'd say it's a bug or a design lag.
Any ideas?
Upload save before you do that, as its serious bug - there shouldn't be lag.
 
Upload save before you do that, as its serious bug - there shouldn't be lag.
Currently can't, but I've seen it many times over a long period of mod updating, so it's an old thing.
You can replicate it (as in, no need for MY save) by WBing a lot of Caravans and spending them on in-city "Production-to-Research".
You'd need to do so for several techs several times most probably, since not every time it actually lags, and the chance increases with more tech per TURN.
If you manage to Caravan-unlock 5 techs/turn for 5 turns - then it might be something with MY build.
But I really doubt that.
Again, you don't need MY save for this (unless you totally fail to replicate it over several attempts) - and the lag is also not 100% predictable, just very likely.
Oh, and you need to try it on slow speed, so that you can SEE the lag (since each tech would need many turns to unlock, and thus you can see the "lagging overflow").
 
Quick question, why do AI focus on pillaging the same tile turn after turn. When I get notifications about improvements being pillaged I know which ones automatically because those are the ones they focus. For some reason this game the AI has something against me having incense, sulphur, marble and potatoes.
 
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