Hydromancerx
C2C Modder
Sounds cool! Is that mod turned on yet?
Sounds cool! Is that mod turned on yet?
I have an outline for a bandits mod (if I can figure out their upgrade path)
Having just discovered that the entire evaluation system is being crippled by over-use of AIWeights in the XML, I now need to retune from scratch after eliminating those. As such I do no now expect to add anything else before V30.
thats an easy fix IF its ALL AIWeights? Does anyone want to do this, or do you want me to take all the weights off of everything??
Koshling
IF you cheat (e.g. using Cheat Engine) and make a super-city (I just love playing around with this) with 1-turn science and/or growth/build (just make all 3 of them some 10k, hehehe) - would it still be reliable enough to see how AI acts?
Cause with using such cheats, you can insta-grow, while still playing in the right order and basically still seeing the AI's reactions, including auto-build.
Sorry, if this actually sounds stupid.![]()
It needs the following doing:
1) Remove all AIWeights (except perhaps a few we absolutely KNOW will be needed like Volkarya's Wonder ones)
2) Play a whole bunch of games to assess what the AI is doping know the distortions have been removed
3) Tweak the AI and/or add a few special-case where-needed AIWeights in response to (2)
4) Go back to step (2) and repeat until things get to a satisfactory state
It's the facts that:
i) It will need a number of games to be played (probably at various speeds) to get a good sample of AI behavior;
ii) Playing a game to sedentary lifestyle on marathon basically takes a day;
iii) It's unclear how many times we'll need to go round this loop
that mean the entire process will likely take weeks.
I put AI weight 100 for Culture (African), Culture (Asian), Culture (European), Culture (Middle Eastern), Culture (Oceanian), Culture (North American), Culture (South American) and Culture (Barbarian).
The reason these give only +1so the AI probably won't build them. However they are very cheap (5 base) and are important to unlocking all culture wonders.
In addition its probably a good thing to be recommended to be built first in your new city before you forget.
Some aren't much chop, but some of those UUs are really awesome. They could use some rebalancing to make sure they are almost always in some way superior to their contemporaries. I say 'in some way' because you have some units where their benefits are somewhat counter-intuitive in a good way, like the Pygmies, which appear to be intended to be a touch weaker than contemporaries but EXTREMELY quick to build so you can use them for a quick swarm. Great for defense.
I put AI weight 100 for Culture (African), Culture (Asian), Culture (European), Culture (Middle Eastern), Culture (Oceanian), Culture (North American), Culture (South American) and Culture (Barbarian).
The reason these give only +1so the AI probably won't build them. However they are very cheap (5 base) and are important to unlocking all culture wonders.
In addition its probably a good thing to be recommended to be built first in your new city before you forget.
See that also depends on the SPEED you are playing on also, i mainly play on Marathon and its quite useless for culture units, you get better results using NORMAL units, and it doesn't have acost also
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@Hydro: That's a good idea. What about we create an option where which base culture that auto-builds is based on the location of the first city? Seems to the people were set on a cultural path from their initial global location and the physical adaptations they underwent as a result.
Yes. We spawn animals with this sort of consideration. Why are we not doing this for the starting spot for civs? I'm really not at all against completely dissolving the basis of the civilization selection outside of flag, (depending on option) leader access, and (even this is adjustable) border color.it should be based upon latitude/longitude
Yes. We spawn animals with this sort of consideration. Why are we not doing this for the starting spot for civs? I'm really not at all against completely dissolving the basis of the civilization selection outside of flag, (depending on option) leader access, and (even this is adjustable) border color.
Plus, this would make the base cultures tend to blend a bit better with their environment, lending to more commonly accessible specific cultures, as the prereqs for those specific ones will be more likely to be present in the area.
#1 is done now on the SVN.
Also, does this mean that we won't see any performance improvements this version?