TheMeInTeam
If A implies B...
- Joined
- Jan 26, 2008
- Messages
- 27,995
Hey, just a quick report/question:
There is no "refuses to talk" for AI to AI warfare. Was this intended?
The reason I ask is actually backward from what you'd expect - I WANT the AI to refuse to talk with the other AI, instead of accepting capitulation.
I encountered this issue while building a "runaway" AI. I set the RTT base turns at a ridiculously high number - like 150 or so. The runaway part worked - the runaway AI slapped the daylights out of gilgamesh, then hannibal, then alexander one after the other. The issue is that each time the target would capitulate pretty quickly after the war. It's obvious they'd be willing to - I set runaway so that it would only declare once it had enough to steamroll its target.
So was the AI to AI RTT intended or not? It might not actually be a bug, but I don't know where to put this issue threadwise - it's not really creation/customization because my problem is on the base mechanic itself, but it's possible that fireaxis either just ignored this value intentionally or just didn't think anyone would try to set a crazy number there.
There is no "refuses to talk" for AI to AI warfare. Was this intended?
The reason I ask is actually backward from what you'd expect - I WANT the AI to refuse to talk with the other AI, instead of accepting capitulation.
I encountered this issue while building a "runaway" AI. I set the RTT base turns at a ridiculously high number - like 150 or so. The runaway part worked - the runaway AI slapped the daylights out of gilgamesh, then hannibal, then alexander one after the other. The issue is that each time the target would capitulate pretty quickly after the war. It's obvious they'd be willing to - I set runaway so that it would only declare once it had enough to steamroll its target.
So was the AI to AI RTT intended or not? It might not actually be a bug, but I don't know where to put this issue threadwise - it's not really creation/customization because my problem is on the base mechanic itself, but it's possible that fireaxis either just ignored this value intentionally or just didn't think anyone would try to set a crazy number there.