vonAchdorf
Arcane
- Joined
- Sep 20, 2014
- Messages
- 13,465
I always played with raging barbarians in Civ IV, so more aggressive barbarians, which several reviewers mention, sound good to me.
The money given to you by the AI in trades is not actually the AI's civ's money, it's just random money that gets added to your civ from nowhere
I always played with raging barbarians in Civ IV, so more aggressive barbarians, which several reviewers mention, sound good to me.
v1 - 2016-Oct-21
AI-only changes:
* Added the Explore UnitAIType to Spies because they can be used for scouting
* Added the Ranged UnitAIType to Rangers because they have a range 1 ranged attack (like Slingers)
* Added the Civilian UnitAIType to Naturalists because they have no combat strength
* Added the Explore UnitAIType to Modern AT because they were the only melee land unit missing the entry (this just means the AI can use them as scouts if it wants to)
* Removed the Explore UnitAIType from Modern Armor and replaced it with the Melee UnitAIType to make them consistent with all other Heavy Cavalry entries
* Added the Civilian UnitAIType to Military Engineers because they have no combat strength
* Added the Build UnitAIType to Legions because they can build the same improvements Military Engineers can, so the AI should be able to use them as builders
* Added the Cavalry UnitAIType to Barbarian Horse Archers, Egyption Chariot Archers, Scythian Horse Archers, American Rough Riders, Russian Cossacks, Indian Varu, and Arabian Mamluks because they were all missing despite having cavalry movespeeds
* Added the Explore UnitAIType to Barbarian Horse Archers and Scythian Horse Archers to make them consistent with the light cavalry roles in which they could act
* Added a Ranged Promotion Class build preference for Tomyrisi because Scythian Horse Archers have that promotion class (not the light cavalry one)
* Added a new, generic CitySpecialization to the city specializations list that is meant to act as a stand-in for split food-production preference
* (Hopefully) altered the gold spending priorities of the default savings list so that splurge spending is rated less important than unit/upgrade spending
* Tweaked flavors in the default flavor list to slightly value expansion over offense and value active defense over passive defense
* Altered the preferred yield focus of the "build trade units" specialization to be production instead of gold because that would end up producing the trade unit(s) faster
* Reduced current task bias from 80 to 50 to hopefully reduce AI railroading as much
* Reduced turns to wait between trade offers from 10 to 3 to make it consistent with turns to wait between peace offers
* (Hopefully) Reduced delay between denounce and DoW to allow the AI to truly execute surprise attacks
Changes with some non-AI effects:
* Added the Ranged TypeTag to Rangers because they have a range 1 ranged attack
* Added the Melee TypeTag to Garde Imperiale because they were somehow missing it
* Added the Naval Ranged TypeTag to Privateers, English Sea Dogs, Submarines, German U-Boats, and Nuclear Submarines because they all have ranged attacks
* Increased the fertility rating of bonus resources from 1 to 2 to correspond to their usefulness vs. other fertility ratings (strategic resource = 3, river = 3, coast = 1)
could be just the same announcement repeating itself. I would get "unmet player has completed stonehenge" every turn until i right clicked to dismiss it.Does anyone know if "an unmet player has been defeated" includes city-states? pretty sure i'v seen it more times than there are actually AI civs in the game
http://forums.civfanatics.com/threads/delnars-ai-cleanup.600594/
A modder can debug this crap in less than 24 hours. Firaxis is truly incompetent.
No text search in the civilopedia.
But AI can use explore for armed explorers, which would screw up spies.http://forums.civfanatics.com/threads/delnars-ai-cleanup.600594/
A modder can debug this crap in less than 24 hours. Firaxis is truly incompetent.
v1 - 2016-Oct-21
AI-only changes:
* Added the Explore UnitAIType to Spies because they can be used for scouting
* Added the Ranged UnitAIType to Rangers because they have a range 1 ranged attack (like Slingers)
This might mean they were usable against land. (Which subs are unable, which might be reason why they didn't have that flag.)Naval Ranged
"I'll never need another Civ game in my life besides this one." - PC Gamer
"...oh and the DLC to it. And Civ 7... and that DLC... and Civ 8..."
Build times are totally out of whack, even in my 10 pop capital it'd take about 10 turns to build a friggin pikemen unit - and it only took the same city 20 turns to build the great library (and then 7 turns for some ancient wonder). Spearmen could be built in 2 turns at some point ... and now 10?
But this is also something that can be patched and modded.
The technology seems retarded, you can build modern naval units without electricity? What the fuck?