Haravikk
Chieftain
- Joined
- Nov 30, 2010
- Messages
- 46
Ah, I think I figured out the problem, it being related to the other issue of some resources requiring overly specific placement, such as the aforementioned marble requiring a plain hill tile; I was simply requesting too many resources that needed the same type of tile so I was starving the script of suitable places to put things.could you provide a log (with screenshot if possible) of a game without the requested resource in England. Each game I start with them, they are here.
I solved this simply by changing the order I was requesting the resources in, such that the least specific ones were later in the list so they would avoid taking spaces I that more fussy resources needed. Some could still do with being a bit more lenient, and it might be nice if the XML had a distance option, to control how close the requested resource needs to be to the civ's starting location? This way we could request marble and deer as required (within 2 or 3 spaces) while luxuries might be less immediate.
Ideally the logic should relax placement restrictions in favour of placing the resource within the specified distance, so if marble is requested within 3 spaces but no plain hills are within that range, then it will look for hills with forest (removing the forest), for example?
Anyway, keep up the great work! Now all I wish is that someone at Firaxis could get the thumb out and make the AI less completely useless (even Civ 2's AI was better) rather than making them build more units with every update; after a few hundred turns it's almost impossible to get out of Europe due to the city-sates pouring their territory to bursting with units, I have to keep declaring war just to prune the area now and then so I can leave!