I'll add these to the list. I haven't dug into the guts of the offensive or defensive unit AI so I don't know how difficult it would be to change those behaviors, my guess would be quite difficult but who knows. Problems like #2 are why it's tempting to overhaul the unit AI. Currently the code loops over every unit and moves each one individually, so for units to cancel what they're doing to defend a city, each one needs to notice, individually, that it's in a city being threatened and decide to do something about it. It would be much better if the AI would start by analyzing the whole battlefield then assign units to accomplish important tasks like first defend cities, then attack where possible, etc.Here are two more head scratchers:
It should be easy to change those things. I've already touched the scientific leader spawning code when I was working on the science age bug. I temporarily modified it to trigger a spawn with 100% chance so I could get a leader to use to test my fix. I've never looked at the unit promotion code but modifying the chances is probably similarly easy.Have you seen anything that reveals the possibility of changing the frequency or chance of the scientific/military leaders? and the chance of unit promotion?
Excellent Additions Flintlock... This will seriously help with Trade and Time in Game
Thanks. Glad to hear you're enjoying my mod. I'll add your wish list to the huge master list, some thoughts about it:Great Job Flintlock! I'm already enjoying saving money without having to do too much trial and error on the diplomacy screen!
I have a wishlist, some of which are more Tides of Crimson specific, but might still benefit the original game and other mods. Let me know if you think these can be done in future versions, if it wouldn't be too difficult. I'm also not sure if you've implemented some of these already, but didn't see them specifically in the log. My apologies if I missed something!
Thanks. I haven't looked into how corruption is applied in detail, but my understanding is that the rate is determined by a single function, so it should be easy to zero it out. Also I think Antal created an EXE modded to remove all corruption so it should definitely be possible.Fantastic stuff! Been away from Civ3 for ages, but this certainly brings back the old spark! I wonder if it's possible to remove the corruption, or rather fix the "Corruption Off" setting in the editor (under governments) not working in practice? I recall this being an issue. Was thinking about a government that wouldn't generate any corruption. But I guess it might be too embedded in various mechanics to work the way it should?
- This would be a straight forward modification, similar to making the leader AI look for a good location to rush production but even simpler. What AI strategy is assigned to these units, if any?
Thanks. I haven't looked into how corruption is applied in detail, but my understanding is that the rate is determined by a single function, so it should be easy to zero it out. Also I think Antal created an EXE modded to remove all corruption so it should definitely be possible.
Since the unit-box already includes a line which appears during a Golden Age, if that could somehow be modified to give the elapsed turns, turns remaining, or both (e.g. "Golden Age turn/xx", where "turn" is the current turn of the GA, and "xx" is the GA-duration [turns] value set in the .biq), that would probably be sufficient...?To bring back the information in CivAssist II about the remaining turns of the Golden Age of the player could be a nice feature, too.
Alright. I was thinking terraform would make the most sense because I know the AI can join workers into its cities, but if none of the strategies work it doesn't matter.Great to hear ti would be simple! Below is the current settings I have for 'crops'. AI strategy was 'defense' to try to keep them in cities so that they would 'join city'. I'm not 100% sure if they do, but from looking at the large # of these types of units the AI still has at the end game in debug mode (the crops are autoproduced from buildings), i'm guessing the AI does not correctly use them to join city at all. Even when a city is size 2 and the population cap is 6, they do not use crops to 'join city'.
I have tried other AI strategies like 'terraform' or 'settle' or 'explore' without the actual ability to do any worker or settler actions, but this did not result in the behavior i wanted either. =(. Overall, I think the "Defense" AI strategy might still the best way to make this work, if you are able to correct the AI behavior.
For finding out what techs are available for trade, the trade screen scroll arrows already help a lot. Having it all laid out in a table would be even better, I expect making that happen would be tedious but not exactly difficult. Interface programming is in general very tedious and the way it's set up inside Civ 3 doesn't help with that. Showing golden age turns remaining would be easy though, probably the easiest way to do that would for the domestic advisor to mention it like she already does for anarchy length.Flintlock, another great move in improving the trading informations would be to bring back some features from the tool CivAssist II, especially the information about technologies that can be traded.
To bring back the information in CivAssist II about the remaining turns of the Golden Age of the player could be a nice feature, too.
The problem with altering one aspect of AI unit behavior is I wouldn't know how to integrate it with the rest of the unit AI. Take airlifting for example, it's difficult enough to figure out when it's a good idea to airlift and where, but in addition I would have to balance that with whatever else the unit is doing or might do. With the leader unit AI it was easy because I just replaced the entire thing.A couple more ideas:
Alright. I was thinking terraform would make the most sense because I know the AI can join workers into its cities, but if none of the strategies work it doesn't matter.
Definite "yes" to the question of AI joining Workers. See this short thread:Do you know if the AI will "join city" at all with it's worker units in the standard game? Maybe they occasionally do this in my mod without me realizing.