Fafnir13
King
Heh, silly me. Clearly wasn't reading that bit of code correctly. Or, I should say, I was reading that bit of code backwards. I'll change it and see what that does. Thanks.
And now to get back to arguing with you.
Er....the game's over. How does being able to ally up with your closest friends at the end of the game ruin it? It sounds like (please, correct me if I'm wrong) that you're worried about the biggest comps allying up and squishing everyone. Depending on who the biggest guys are, this happens all the time. If the two biggest guys are on friendly terms with one another, they usually end up declaring war on similar people. What difference does it make if they are also sharing tech (AI does this anyways), getting vision from the other guys units (AI seems to know where your stuff is anyways), and automatically declaring peace or war simultaneously instead of a few turns apart (Geography usually keeps their armies from arriving at the same time)? Where in this does the game become spoiled,as you so claim?
A few more tidbits, each an unrelated paragraph:
If you're the small guy and they're all bigger than you, you're either going to have to declare war on them to bring them back down in size anyways. Given the likelihood of vassalization on their part, this means declaring war on a lot of guys at once. It's either that or do your best to get a tower/altar victory. Don't those victories involve lot's of people declaring war on you too? In both scenarios, the dreaded effect of lot's of guys trying to crush you take place.
I have rarely seen an AI skyrocket in power to the level that the effect could even have a chance to kick in. They tend to conquer their corner of the world and perhaps trade angry insults with guys they dislike. End of story. It's the human player who will, whilst in the latter stages of a a conquest victory, cause the effect to trigger. If that player hasn't grabbed feudalism earlier in his campaign, the chance to ally/vassal with those he/she's friendly towards can quickly pass by. After that, the player's only choice is to attack friends and former ally's for no reason other than the game says so. Aren't Civ games supposed to have diplomatic options towards victory?
The game has all sorts of rules and possibilities for managing your relationship to another Civ. FFH2 gives even more options and variety, what with the whole alignment thing. Thematically and strategically, it tends to be better to attack those who don't like and make peaceful trade with the guys who do. This artificial limiter actually encourages the opposite, as the sooner you attack your friends and get them to capitulate, the sooner you can crush the guys who will never like you enough to allow that form of victory.
This change would have zero effect on multiplayer. Players are able to decide for themselves with whom to ally or not, based on their own chances of winning, their own relationship with the other players, and what gives them the most fun out of their game. Somehow, balance never comes into question in that format, even without a series of artificial limiters.
Hrrmm....I think I'll stop there, other than to say that the change itself is very small, has little effect on most of the game, and anyone who know what they are doing could do it in less than 5 minutes. I'm not asking for the world here, just the ability to ally with my AI friends at the end of a good game. Yes, I can do it myself, but I think the Mod would benefit from not having this weird little oddment that makes no sense and only causes games to drag on longer than they should. Heck, if you want to make it pretty and proper, make it into a victory condition unto itself. I know Civ 2 had such a thing, as did Alpha Centauri. You got less points for finishing that way, but at least you could end a game when it was over.
And I'm not the type to play for points anyways.
And now to get back to arguing with you.

[NWO]_Valis;7278855 said:To sum it up: It would just spoil the game. Playability is more important than fluf or logic. Such illogical [at first glance] things are unavoidable in games.
Er....the game's over. How does being able to ally up with your closest friends at the end of the game ruin it? It sounds like (please, correct me if I'm wrong) that you're worried about the biggest comps allying up and squishing everyone. Depending on who the biggest guys are, this happens all the time. If the two biggest guys are on friendly terms with one another, they usually end up declaring war on similar people. What difference does it make if they are also sharing tech (AI does this anyways), getting vision from the other guys units (AI seems to know where your stuff is anyways), and automatically declaring peace or war simultaneously instead of a few turns apart (Geography usually keeps their armies from arriving at the same time)? Where in this does the game become spoiled,as you so claim?
A few more tidbits, each an unrelated paragraph:
If you're the small guy and they're all bigger than you, you're either going to have to declare war on them to bring them back down in size anyways. Given the likelihood of vassalization on their part, this means declaring war on a lot of guys at once. It's either that or do your best to get a tower/altar victory. Don't those victories involve lot's of people declaring war on you too? In both scenarios, the dreaded effect of lot's of guys trying to crush you take place.
I have rarely seen an AI skyrocket in power to the level that the effect could even have a chance to kick in. They tend to conquer their corner of the world and perhaps trade angry insults with guys they dislike. End of story. It's the human player who will, whilst in the latter stages of a a conquest victory, cause the effect to trigger. If that player hasn't grabbed feudalism earlier in his campaign, the chance to ally/vassal with those he/she's friendly towards can quickly pass by. After that, the player's only choice is to attack friends and former ally's for no reason other than the game says so. Aren't Civ games supposed to have diplomatic options towards victory?
The game has all sorts of rules and possibilities for managing your relationship to another Civ. FFH2 gives even more options and variety, what with the whole alignment thing. Thematically and strategically, it tends to be better to attack those who don't like and make peaceful trade with the guys who do. This artificial limiter actually encourages the opposite, as the sooner you attack your friends and get them to capitulate, the sooner you can crush the guys who will never like you enough to allow that form of victory.
This change would have zero effect on multiplayer. Players are able to decide for themselves with whom to ally or not, based on their own chances of winning, their own relationship with the other players, and what gives them the most fun out of their game. Somehow, balance never comes into question in that format, even without a series of artificial limiters.
Hrrmm....I think I'll stop there, other than to say that the change itself is very small, has little effect on most of the game, and anyone who know what they are doing could do it in less than 5 minutes. I'm not asking for the world here, just the ability to ally with my AI friends at the end of a good game. Yes, I can do it myself, but I think the Mod would benefit from not having this weird little oddment that makes no sense and only causes games to drag on longer than they should. Heck, if you want to make it pretty and proper, make it into a victory condition unto itself. I know Civ 2 had such a thing, as did Alpha Centauri. You got less points for finishing that way, but at least you could end a game when it was over.
And I'm not the type to play for points anyways.
