haluu
Confused Troglodyte
- Joined
- Oct 13, 2010
- Messages
- 567
Hi ashen god!
Thanks for your continued input. it is much appreciated! It is true that in A.I. simulations that some civs seem to win more than others. I am still working on a perfect balance. However, some imbalances occur due to the A.I.'s hard-coded inability to correctly tailor their strategies towards a specific race's strengths. For instance, The Moon Elves are very good at invisibility, and can use multiple units to cause chaos behind enemy lines. However, the A.I. does not use this invisibility strength to the extent that a human player would, thus making the Moon Elves "lose" more in A.I. vs A.I. situations against other races.
- i am currently in the process of fixing all the stats for higher tier units. For instance, Tier 2 units (including those for the Lizardmen) will no longer require population points to build, but will require more shields. Hence, when the A.I. builds Pike Saurus' and Sword Saurus', populations of cities won't go down, and will allow (I'm hoping) races like the Lizardmen to stay more on par with other races.
- my ice elemental entry in the civilopedia seems to work perfectly. have you edited any text files that may have cause this issue?
- the sandworm is not shown in the bottom right corner because Civ 3 chooses a certain frame of animation for each unit to display in the bottom right. Since almost all units are visible through all their "frames" of motion, this is not an issue with other units. However, the Sandworm has momentary frames of animation where it "disappears", and this is why it doesn't show up in the bottom right corner box. As far as I know, this is hard-coded and can't be changed (unless the actual animation itself is changed). =(
Thanks for your continued input. it is much appreciated! It is true that in A.I. simulations that some civs seem to win more than others. I am still working on a perfect balance. However, some imbalances occur due to the A.I.'s hard-coded inability to correctly tailor their strategies towards a specific race's strengths. For instance, The Moon Elves are very good at invisibility, and can use multiple units to cause chaos behind enemy lines. However, the A.I. does not use this invisibility strength to the extent that a human player would, thus making the Moon Elves "lose" more in A.I. vs A.I. situations against other races.
- i am currently in the process of fixing all the stats for higher tier units. For instance, Tier 2 units (including those for the Lizardmen) will no longer require population points to build, but will require more shields. Hence, when the A.I. builds Pike Saurus' and Sword Saurus', populations of cities won't go down, and will allow (I'm hoping) races like the Lizardmen to stay more on par with other races.
- my ice elemental entry in the civilopedia seems to work perfectly. have you edited any text files that may have cause this issue?
- the sandworm is not shown in the bottom right corner because Civ 3 chooses a certain frame of animation for each unit to display in the bottom right. Since almost all units are visible through all their "frames" of motion, this is not an issue with other units. However, the Sandworm has momentary frames of animation where it "disappears", and this is why it doesn't show up in the bottom right corner box. As far as I know, this is hard-coded and can't be changed (unless the actual animation itself is changed). =(
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