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In my second game, Germany has been a great asset through Barbarossa's incompetent spies. Get a notification one's captured, trade him back to Germany for a decent amount of gold, and not ten turns later the same thing happens again and the process repeats.
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# ? May 30, 2024 14:13 |
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First Better AI mod: http://forums.civfanatics.com/threads/delnars-ai-cleanup.600594/ code:
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I'm thinking of picking this up soon. Anything new I need to become familiar with? Also, can you stack units to make armies yet? It was like the one function I really liked about Civ: Rev.
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You can create corps in the later game by stacking up to 3 of the same unit type
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steinrokkan posted:OK, I'm probably retarded or something, but I'm trying to use a bombard, which is said to have range 2, but there is no option to use ranged attack that I can see? It's one tile removed from the target city, and the intervening tile is clear. Am I missing something obvious? Is the button actually greyed out? Just recently I've had a few times when I click to ranged attack and it doesn't highlight anything for me to attack but I can still do it.
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Turtlicious posted:First Better AI mod: I feel like a lot of these changes are just "I disagree with the devs who maybe had reasons for doing this but I don't care" instead of actual fixes
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scrubs season six posted:4 still had the stack of doom, right? Yeah Civ5 started 1UPT. Don't get me wrong I'm not a fan of 1UPT, in fact I hate it, but the way that cities/production/research/trade have changed since Civ4 is the much bigger source of disappointment to me.
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There's no production queue in Civ 6, is there?
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Picking Egypt can really screw you since it likes to put you in a ton of desert biomes and they produce next to nothing.
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IcePhoenix posted:I feel like a lot of these changes are just "I disagree with the devs who maybe had reasons for doing this but I don't care" instead of actual fixes Welcome to Civ modding
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It's probably been pointed out but here's my favourite bug so far. I'm not exactly sure how I did it, but I got an infantry unit to preserve its water movement speed when going onto land. It could move as if it had 5 movement instead of 2 basically, just for the one turn.
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MMM Whatchya Say posted:It's probably been pointed out but here's my favourite bug so far. I'm not exactly sure how I did it, but I got an infantry unit to preserve its water movement speed when going onto land. It could move as if it had 5 movement instead of 2 basically, just for the one turn. Everything to do with embarking and disembarking is crazy black magic. I think I've accurately predicted what was going to happen maybe 30% of the time in my games.
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Turtlicious posted:First Better AI mod: I too have longed for the AI to spam me with lovely trade offers as often as it spams me with lovely peace offers. Consistency is key!
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Is there a way reduce the the amount of turns in between each time Cleopatra denounces "the size of my army" as she clearly looks at my dick when saying so? Degradation is a kink of mine.
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Ross Perowned posted:Is there a way reduce the the amount of turns in between each time Cleopatra denounces "the size of my army" as she clearly looks at my dick when saying so? Degradation is a kink of mine. oh ok I'm not the only one who noticed this.
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Darkrenown posted:I too have longed for the AI to spam me with lovely trade offers as often as it spams me with lovely peace offers. Consistency is key! Finally, the AI has consistency of poo poo
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dicking around with the xml i somehow managed to make the game 2 units per tile it works pretty well actually Darkrenown posted:I too have longed for the AI to spam me with lovely trade offers as often as it spams me with lovely peace offers. Consistency is key! i should put both those values to 999
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Deki posted:oh ok I'm not the only one who noticed this. It's really good.
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prefect posted:There's no production queue in Civ 6, is there? nope
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Seashell Salesman posted:Everything to do with embarking and disembarking is crazy black magic. I think I've accurately predicted what was going to happen maybe 30% of the time in my games. I figured it out, it's the promotion that removes the movement penalty for disembarking. Technically, any unit that starts in the water moves the speed of their water movement, which normally isn't as noticeable because it costs a good chunk of movement points to disembark. It's still weird because you can immediately run like 3 tiles inland in the later game, but that promotion lets you run like 6 tiles across grassland.
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Deki posted:oh ok I'm not the only one who noticed this. I'm pretty sure they made sure to sexualize everything they could about Cleopatra
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Seashell Salesman posted:Yeah Civ5 started 1UPT. Don't get me wrong I'm not a fan of 1UPT, in fact I hate it, but the way that cities/production/research/trade have changed since Civ4 is the much bigger source of disappointment to me. "Wweh wweh, things have changed and I don't like change." If you're trying to take a real look at whether or not changes are better (instead of just changes or taking away broken strategies you personally liked), that's possible to do.
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To start a religion I need to get a Great Prophet? I'm already in Renaissance and I started this game wanting to be a religious conqueror.
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KingKapalone posted:To start a religion I need to get a Great Prophet? I'm already in Renaissance and I started this game wanting to be a religious conqueror. And a holy site.
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Cobbsprite posted:"Wweh wweh, things have changed and I don't like change." Have you considered that maybe he really thinks 1UPT sucks??? And that cities/production/research/trade were better in Civ4? Hardly unheard of opinions, though tbh the commerce slider was kinda weird and I don't think a lot of people preferred it to the current science implementation. Anyway there's a bunch of times the xml files mention the production queue and I think I remember seeing some //TODO for the queue, it looks like they at least intended to have it at launch but didn't have enough time. So the UI is probably lovely because it just wasn't ready when the game was released.
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1upt makes the AI unable to wage war, which basically removes an entire game system from the game. If you exclusively play multiplayer then it's an improvement because presumably the other human player can wage war, but otherwise it's a step backwards.
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IcePhoenix posted:I feel like a lot of these changes are just "I disagree with the devs who maybe had reasons for doing this but I don't care" instead of actual fixes Yeah, it reads more like someone just looked through the config files and fixed inconsistencies rather than actually trying to make the AI better. It's not clear if they were oversights or if they were intentional for some reason that came out of play testing, but I seriously doubt anyone had poo poo like "the AI doesn't scout with modern AT" on their list of issues that need to be fixed. Powercrazy posted:1upt makes the AI unable to wage war, which basically removes an entire game system from the game. If you exclusively play multiplayer then it's an improvement because presumably the other human player can wage war, but otherwise it's a step backwards. It only makes AI that's not programmed to handle 1upt properly unable to wage war. It's not a problem with 1upt, it's a problem with AI design and 1upt is an improvement on death stacks in many ways.
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Staltran posted:though tbh the commerce slider was kinda weird and I don't think a lot of people preferred it to the current science implementation. You see, it's much more fiddly, which means it's more complicated which is better because
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Chalks posted:
Such as?
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I quite like the corps/army function in civ6, since carpets of units can be a pain. I do wish it was available a little earlier, since I tend to do a lot of my warring in the early game before they're available. Really, I've been enjoying civ6 quite a lot, and I really like the districts system, and how certain civs interact with it. A definite improvement from 5.
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I really liked the way Civ 2 handled the problem with death stacks. Put as many units as you want on a tile, but they all get obliterated if you lose a defensive battle on that tile. If you look at the way the units are balanced, they are heavily biased towards offense. So it's a game of positioning and ensuring the first strike, and taking advantage of defense multipliers to defend where possible. Of course the AI didn't offer much challenge then, either. Civ 4 is challenging because death stacks have to be whittled down at the cost of siege units that don't survive the attack. (In the early to mid game, at least). So it's just a question of who can crap out more units. The AI can definitely handle it, though. It just shifts the challenge away from tactical to strategic decision making. Maximizing production, tech leads, or not getting into war in the first place.
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I will grant that designing an AI to manipulate pieces on tiles, when considering all of the strategic options available, is hard and would break a processor. However, there are a lot of ways to "cut the cake." The programmers don't need to make ai recalculate its entire war mission every turn. A good AI model for warfare in a game like CIV would be to choose an objective when deciding to go to war, like "liberate this city" or "take this city" or even "prevent this player from achieving victory X." Then, it would have a set of strategies available to it, like moving land armies, naval armies, or air-based armies. It could even have the idea to go to war before it goes to war and send a spy to your industrial district in advance. Once it decides on the strategy it would be locked in for X turns, or maybe until it loses Y units. (the loss of Y units, or maybe Y-Z units in a turn, might trigger a reassessment of the war.) Then it could design on a unit "formation" This would be the way it wants its armies to move, such that they are not too vulnerable. This is the missing piece of civ AI that makes it very easy to take out - it tends to not attack units effectively, or care for its weaker pieces needed to siege. Something as basic as assigning each unit a priority based on its class and direct units to attack units within striking distance of units with high priority would be better than what the AI does now. Obviously this is a sketch of an AI solution with a lot of unanswered questions, but it's far better than what the AI does now. And, well-implemented, it would not cause any more chug on your computers than CIV's current AI.
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Firaxis should hire all the guys who made commander the great war
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How do you look at each of the civs abilities? I couldn't find a way from the main menu. I had to create a game to check the civilopedia, and there is no back button. ![]() This is stupidly tedious. There has to be a better way to see each civs abilities, the UI can't be this loving bad.
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Chalks posted:It only makes AI that's not programmed to handle 1upt properly unable to wage war. It's not a problem with 1upt, it's a problem with AI design and 1upt is an improvement on death stacks in many ways. That's the AI we have though, and that's probably not going to change. Hopefully they'll at least patch the AI so it realizes when it could just take your capital instead of just shuffling their units around it until reinforcements arrive and walls get built. Besides the whole death stack thing is also because of AI not programmed to handle stacks properly. The AI in Civ 4 had a single stack moving around on the map and a garrison stack in every city, because that way it couldn't look like a complete moron. If they had done something else the AI would have constantly lost cities because it left them lightly defended when it shouldn't have, heavily defended cities that weren't threatened at all leaving them without enough units where they actually needed them, or tried to attack with stacks that weren't big enough to actually achieve anything. So you give the AI massive production bonuses so that it can afford to defend everywhere, and that means a human player can only conquer an AI if they get extremely hammer efficient trades. Since the AI only has one stack, you also only need one stack. Civ 4 mp on the other hand has a heavy emphasis on 2-movers and ships, since humans don't have the production to defend everywhere at once. 1UPT would be far more palatable if they let you stack units, but you couldn't attack while stacked and everything in the stack took damage if attacked or something. That would take care of the traffic jams and needing to give new move commands constantly. Also the goddamn city states couldn't block your settlers in chokepoints ![]()
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Barbarians are ridiculous. I like that theh are a thing but they should slow down the respawn on those stupid camps. There is oooonnneeee unseen tile over here and ahaa now you have 3 units pillaging tiles. The cost to repair those tiles is so expensive for how fsst the barbarians come back.
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Staltran posted:1UPT would be far more palatable if they let you stack units, but you couldn't attack while stacked and everything in the stack took damage if attacked or something. That would take care of the traffic jams and needing to give new move commands constantly. Also the goddamn city states couldn't block your settlers in chokepoints I actually like this idea. Stack as many units as you want but suffer a malus to strength if you go over a certain limit of units, that scales with the number of units. Tactical Wargames have been doing this for decades as a means to force you to spread out your units. It alleviates traffic jams and gives you the option to stack units on an important location if the penalty is outweighed by the benefit of having more units there. Kibbles n Shits fucked around with this message at 22:48 on Oct 27, 2016 |
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Sanctum posted:How do you look at each of the civs abilities? You just go to a new game lobby and then "choose leader" and hover over each to see the tooltip that displays all of this information in a concise and readable form? It's one of the few aspects of the UI that makes sense and works well. Re: stacks vs. 1UPT, Endless Legends handled that fairly well I thought. Stacks for movement that are deployed into an overlaid map with boundaries and combat was handled in a TBS mini-game. Stacks are highly convenient for movement, but I find deathstack combat to be visually and strategically uninteresting. 2 SPOOKY fucked around with this message at 22:52 on Oct 27, 2016 |
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I absolutely hate that non-combat troops from other nations block your movement, especially because you can no logner control the pathing of your roads. Now I need to move through the territory of city states and other nations if I want to use the road system throughout my entire empire, and there is always a swarm of AI missionaries and other garbage units just blocking my path at every turn. Roads literally don't matter for me, because a section of road uninterrupted by AI unit spam is more rare than a successful AI siege.
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# ? May 30, 2024 14:13 |
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To be honest I really want to turn off religion a lot of the time, because the INSANE missionary spam is just frustrating me to death. I'm thiiiis close to just declaring war as soon as I see an AI is going for religion, and taking them out immediately. It's not worth the hassle in the long run.
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