Rhye
's and Fall creator
strategyonly -> now it works
barak -> no, setters should NEVER be able to found cities on jungle.
barak -> no, setters should NEVER be able to found cities on jungle.
Rhye said:I think this could have something to do with impassable jungle. Should settlers be excorted by explorers?
Crayton said:I haven't looked at the past 100 or so posts (y'all post so frequently, I needed a break). I finally was able to program a 2nd start for Persia. I ended up passing iGameTurn to setBirthType. I balanced it fairly well and was about to add 2nd starts for other civs like Egypt, Greece, China, and India when I realized I had been working on version .38! It looks like I'll be doing some more work with the newest download. At least now I know what I'm doing.
CyberChrist said:The AI does not check for passability of the terrain when it decides where to send settlers - it assumes it can go anywhere by default.
Also, currently all units can enter impassable terrain without roads/RR as long as the impassable terrain is inside friendly territory, but building road over impassable terrain that is outside borders does not allow units to pass it. This doesn't apply for the Peak/Icy Sea type of impassable terrain, but for terrain marked as impassable for individual units.
I discovered this around christmas when I made desert, jungle and ice impassable to (among other) Settlers, but cities could still be founded on jungle and desert. After a few games with no problem I noticed a tiny desert island slowly being filled with AI military units. The AI was sending ship after ship with defenders and settlers and unloading the defender but returning with the Settlers as they couldn't enter Desert.
I can well imagine that the problem with settlers you are currently facing is of a similar nature - the AI has seen a spot it want to settle somewhere on the map, but fails to check if the settler unit can actualy reach the spot along the route it has chosen to go by.
Imho the whole impassable terrain mechanisms of CIV could do with a bit of reengineering.
Crayton said:I haven't looked at the past 100 or so posts (y'all post so frequently, I needed a break). I finally was able to program a 2nd start for Persia. I ended up passing iGameTurn to setBirthType. I balanced it fairly well and was about to add 2nd starts for other civs like Egypt, Greece, China, and India when I realized I had been working on version .38! It looks like I'll be doing some more work with the newest download. At least now I know what I'm doing.
Barak said:I noticed in my recent game that there is an iron square south of Delhi that is useless as it is a jungle square. Can we remove the jungle from the square? I was wondering why India had been attacking me with archers (they were never able to use the iron).
Rhye, I´m not sure what I did wrong, but whenever I start a game, a "You have been defeated!" message appears, and I´m sent back to the main menu after the "The end of history" message... I downloaded the mod, and have no previous versions installed, and extracted it in the MODS directory of My Documents Civ 4 folder. I guess I did something wrong, but don´t know what... THX!
Barak said:China was not to be found. In its place, a HUGE barbarian empire pushing Japan's culture back and teeming with units and large developed cities. It will be fun to see the state in coming centuries!
please be more specific...did old versions always work? Try to delete and reunzip it
Elhoim said:Thanks... Well, I played an much older version, one of the first, and this is the latest one (0.62), and it was a clean install in the ...\My Games\Sid Meier's Civilization 4\MODS folder... Well, hope this helps!
Elhoim said:Thanks... Well, I played an much older version, one of the first, and this is the latest one (0.62), and it was a clean install in the ...\My Games\Sid Meier's Civilization 4\MODS folder... Well, hope this helps!