V96 ready

Rhye

's and Fall creator
Joined
May 23, 2001
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Japan / Italy / Germany
wow, it took so long that it's almost embarassing to post it.

I could not fix the victory screen interface. I still need help from any of you who understands it.
I tried to address most of your reports and also added fresh ideas to the victory conditions. Hope you like them. They need to be tested so pls start testing by trying them.





- tuned down barbarians near India

- mines and quarries allowed on jungle after iron working

- Netherlands start with one extra bowman

- Korea no longer starts with a fishing boat

- added one battering ram to the Huns (the ineffective city taking AI cannot be customized)

- tweaked Ramesses modifiers in order to try to force Egypt to play more tall like India; adjusted Gandhi’s values in the opposite way too

- raised LAND_DISPUTE thresholds in order to attempt to tune down settling complaining

- restored a lower tech penalty for number of cities (14% to 12%)

- worker actions now available again when it’s a minor civ (can build roads and feitorias)

- recently introduced promotion bug now fixed

- victory will not be triggered at further civs reaching 1000 if it was already triggered

- added 3 victory conditions for England

- added one victory condition for China

- added two victory conditions for Israel

- added one victory condition for Germany

- added one shared victory condition for Russia and US

- added one victory condition for Austria-Hungary

- Rome gets 7 victory points per city instead of 10

- Holy cows introduced in India for a victory condition
 
Thank you for updating the new version. I would like to try out the new victory conditions right away!
 
- victory will not be triggered at further civs reaching 1000 if it was already triggered

Haha, I like the idea of you load the game for, say, Brazil, and someone has already won! Womp womp :)
 
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So I have a question about the AI's knowledge of VPs. I feel like every AI should start to declare war on you at around 800 or 900 to try to forestall your victory. Do they do that already?
 
So I have a question about the AI's knowledge of VPs. I feel like every AI should start to declare war on you at around 800 or 900 to try to forestall your victory. Do they do that already?

not yet, but I made the framwork to add the code for addressing each AIs to pursue different agendas. It could be used for that too.
 
Cool! I think that would have made it harder for me to coast to victory as Dido, but maybe that was also because I had it on 4 difficulty. Victory should be achievable if you manage the scene correctly on 4, I'd think
 
If you're open to more testers I would love to take part and be dedicated to making detailed notes of my gameplay and thoughts on design.
 
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