jdog5000
Revolutionary
Is there a thread for the latest patch so we can discuss it without cluttering up this one?
I'll make a thread for the next version, this thread is fine for now.
Is there a thread for the latest patch so we can discuss it without cluttering up this one?
That sounds like reasonable logic to me, equalizing the hammer opportunity between game speeds basically. So the odds of spread would scale as:
X out of (10000 * FeatureProductionPercent)/100
Works for me.
case TRADE_CIVIC:
[COLOR="Red"]if (!(GET_TEAM(getTeam()).isHuman()))[/COLOR]
{
if (GET_PLAYER(eWhoTo).isCivic((CivicTypes)(item.m_iData)))
{
if (canDoCivics((CivicTypes)(item.m_iData)) && !isCivic((CivicTypes)(item.m_iData)))
{
if (canRevolution(NULL))
{
return true;
}
}
}
}
break;
case TRADE_RELIGION:
[COLOR="Red"]if (!(GET_TEAM(getTeam()).isHuman()))[/COLOR]
{
if (GET_PLAYER(eWhoTo).getStateReligion() == ((ReligionTypes)(item.m_iData)))
{
if (canConvert((ReligionTypes)(item.m_iData)))
{
return true;
}
}
}
break;
if (!(GET_TEAM(getTeam()).isHuman()) [COLOR="Red"]|| (getTeam() == GET_PLAYER(eWhoTo).getTeam()[/COLOR])
The failure of Firaxis to balance the war declarations of the various game speeds is the reason that marathon players often complain that the AI is predictable in its war declarations and that it is too aggressive. It makes sense that an AI that has a small chance to declare war each turn will eventually declare war when enough turns have passed. This might not happen during a normal game speed game, but it will happen almost surely during a marathon game.
Hold on, with the changes that you suggest, wouldn't you then see the same amount of wars in a marathon as in a normal speed game? Or am I misunderstanding you?
By the way, the aggressive AI option is a good one if you want more wars in your games. That option was created to get more wars and aggression during your games.
Ok I see what you mean, but I prefer it as it is, and would hesitate to describe the current situation as in any way a bug. There are too few wars in normal games, and I like marathon for increasing the brutality. There is more time to mull over grievances between players and more wars in general. I don't think having the same amount of wars, but having them of increased duration, is a good solution. With movement speed at marathon implemented as it is, you can accomplish as much in n turns of fighting as you could on normal speed.
Again I disagree. All I have heard about aggressive AI suggests that the AI increased unit building just makes it easier to out-tech them, if you survive the first few turns. That's not what I want, I like normal AI behaviour but a longer game with more bitter rivalries and wars of revenge. Unlike normal speed, marathon wars seem to be more realistic in that at least before the mid-late game, a war is concluded with the loss of one or two cities, which is a blow but recoverable from, while on normal if the tide turns against you you are probably out of the game.
/*************************************************************************************************/
/** Afforess Unofficial Patch 31/10/09 */
/** */
/** */
/*************************************************************************************************/
if (kBuilding.getEspionageDefenseModifier() != 0)
{
if (kBuilding.getEspionageDefenseModifier() > 0)
{
szBuffer.append(NEWLINE);
szBuffer.append(gDLL->getText("TXT_KEY_BUILDING_ESPIONAGE_DEFENSE_MOD", kBuilding.getEspionageDefenseModifier()));
szBuffer.append(NEWLINE);
szBuffer.append(gDLL->getText("TXT_KEY_UNIT_EXPOSE_SPIES"));
}
if (kBuilding.getEspionageDefenseModifier() < 0)
{
szBuffer.append(NEWLINE);
szBuffer.append(gDLL->getText("TXT_KEY_BUILDING_ESPIONAGE_DEFENSE_MOD", kBuilding.getEspionageDefenseModifier()));
}
}
/*************************************************************************************************/
/** Afforess */
/*************************************************************************************************/
Interesting ... fun one.
Seeing PieceOfMind makes me wonder: would you consider the rounding of trade routes which makes some multiplier buildings completely useless in some circumstances as a bug ? If so, worthy to be corrected here ?