King of the Plutonian Empire
- Mar 11, 2004
In the other news, I'll probably release 0.3 in a few days. No big new features, but it fixes a couple of significant bugs in the game:
- A proper fix for AI hostility. Sometimes the attitude modifier wasn't initialized properly, so it was using large random values, leading to the worst possible attitude.
- Fixed the rule 2 restrictions in @LEADERS2 so that forbidden technologies cannot be stolen. Caused by the game doing the check for the wrong tech.
- Fixed the movement rate listed for units in the Civilopedia so it respects the cosmic road multiplier. Replaced a hard-coded division by 3 with a division by the road multiplier.
- Non-transformable terrain could be transformed into a weird, undefined terrain type using the O-key. This was already fixed by the "Transform requires tech" patch, but I'll split it in two, a bug fix and a feature patch.
- Multiplayer Build World phase + CPU fix hangs the game. Fixed by not yielding during network polling.
It might be a westerly direction; it's been a while since I played civ regularly and I just got back into it, so I don't remember exactly.Interesting observation. I have never played TOT, but in many games of regular Civ2 I have not noticed that. In my current game, GOTM 152, Russians and Chinese could expand by either going east or west and both chose west. I will try to remember to keep an eye on this.
Your observation makes perfect sense from an algorithmic point of view though. The AI has to pick a direction to expand in first and rather than picking one randomly the order is hard coded.
And the terrain part in the previous quote box, I've noticed that in MGE at least, hitting transform again on the weirded out terrain undoes it, but with a side-effect of adding a river tile to it. At first, I was like "wtf", but considering I've tweaked the rules in some of my scenarios to allow terrain transforms to go full circle with specific combinations of all three transform methods (mining, irrigation and transform; and leaving room for farmable and/or minable lands of course), I realized I could exploit this bug for full-scale, in-game geo-engineering, literally reshaping entire planets -- including coastlines and rivers! Sadly, I think it results in an entirely new bug -- river tiles floating on top of ocean tiles. Slightly annoying, yeah, but also a little bit funny.