I'm not playing again until the AI players have to wait to raze cities.

It is just too unfair that we have to hold a city for five turns before we are allowed to raze it, but the AI can just waltz in and immediately demolish any city they can.  And they only do this for cities that you have built too, never their own cities that they're capturing back.  So they can choose to immediately raze OR not.  We have to hold for five turns before we can raze at all.

26,577 views 32 replies
Reply #1 Top

You can mod this in ElementalDefs.xml

Reply #2 Top

No.  You can't.

Reply #4 Top

If you have ever done programming before you know that one tincy wincy fix will break an entire project. It may take time but these things are worth the wait. 

Reply #5 Top

Quoting mqpiffle, reply 2

No.  You can't.
End of mqpiffle's quote

 

Maybe you can't.  I wouldn't know why that is... I can (click for larger)

Before

Reply #6 Top

@Dangerlinto, Try reading the original post again, the subject is based around the AI ignoring these rules, so while you can change how the rules work, it wont matter since the AI will still ignore them.

Sincerely
~ Kongdej

Reply #7 Top

Quoting Kongdej, reply 6

@Dangerlinto, Try reading the original post again, the subject is based around the AI ignoring these rules, so while you can change how the rules work, it wont matter since the AI will still ignore them.

Sincerely
~ Kongdej
End of Kongdej's quote

 

Oh I see.  I suppose it's annoying in that regard.  I just liked almost equal footing.

Reply #8 Top

I'm quite optimistic that Frogboy will fix this soon as he's stated it needed fixing, so it's on the radar.  Sounds like him and Kael have been flat out getting the LH beta ready, but once that's out... hopefully they can sort this one out for us in the 1.4 patch.

But yeah, understand your frustration... it's at the top of my list of annoyances too.

Reply #9 Top

Doesn't bother me in the least since that's the way MOM did it (though the player had the right to raze at any time as well). I don't want this 5 turn restriction though. If you're going to FIX IT FROGBOY then make it IMMEDIATELY for both sides. :)

Reply #10 Top

StevenAus-

Care for some cheese with that? 

Reply #11 Top

I won't go that far, but this is what I categorize as a major bug, and something that means a game can't be considered finished while it still exists.

 

 

Reply #12 Top

The fix is likely going to be the removal,of the 5 turn wait for the human which can be done in elementaldefs.xml

Reply #13 Top

Quoting Frogboy, reply 12

The fix is likely going to be the removal,of the 5 turn wait for the human which can be done in elementaldefs.xml
End of Frogboy's quote

Seriously?... That doesn't sound like a fun solution :(

~ K

Reply #14 Top

Well anything else is going to take a lot of work. So if Im going to do that I'd want something better tha the 5 turn thibe.

Reply #15 Top

It kinda make sense to make it instant. Considering it doesnt take 20 months (seasons on earth 4 months X 5 turns) to burn down a city.

Reply #16 Top


Just occured to me in Civ 5 razing a city would take 2000 years or so if done early on. My army is lazy...pulls out the whip.

Reply #17 Top

I am always bothered when the decision of a turn's arbitrary length comes before the actual gameplay feeling of the game...

I like the point where it takes several turns to raze a city, to give me more time to re-capture the bastard, and  to prevent severely crippling a nation because of 1 lucky blitz.

I understand Frog's response though.

Sincerely
~ Kongdej

Reply #18 Top

Quoting Illauna, reply 16


Just occured to me in Civ 5 razing a city would take 2000 years or so if done early on. My army is lazy...pulls out the whip.
End of Illauna's quote

I'd *like* to see it where you raze a city and it takes N turns where the turns are 3 per level and each turn results in the destruction of improvements and such.

But that would be a lot of work (not by me of course).  So it's not likely to be done as it would mean cutting some new feature out of LH (it's a zero sum budget).

I think 1 turn razes are perfectly fine.  Not ideal. But good enough.  They were only made 5 turns later to help the AI. But the AI is a lot better now than it was back then.

Reply #19 Top

Quoting Frogboy, reply 18
But that would be a lot of work (not by me of course). So it's not likely to be done as it would mean cutting some new feature out of LH (it's a zero sum budget).
End of Frogboy's quote

So why isn't it you started printing your own money yet! }:)

~ K

Reply #20 Top

Quoting Frogboy, reply 18


Quoting Illauna, reply 16

Just occured to me in Civ 5 razing a city would take 2000 years or so if done early on. My army is lazy...pulls out the whip.

I'd *like* to see it where you raze a city and it takes N turns where the turns are 3 per level and each turn results in the destruction of improvements and such.

But that would be a lot of work (not by me of course).  So it's not likely to be done as it would mean cutting some new feature out of LH (it's a zero sum budget).

I think 1 turn razes are perfectly fine.  Not ideal. But good enough.  They were only made 5 turns later to help the AI. But the AI is a lot better now than it was back then.
End of Frogboy's quote

 

Maybe something like

for x= 1 to numOfBuildings {

    cityHp += building(x).productionCost

}

cityHp*=cityLevel

 

 

 

if (isBurningDown == true) then

 

    damageDoneToCity = garrisonedTroop Attack Power * 10

   Look at a sorted list of buidling and from the highest production cost down to the lowest pay back the damage with building to destroy them

}

}

 

I donno thats rough and ugly and maybe even makes no sense but then you slowly destroy buildings unless you ahve a big army there speeding up the process :D Also its not entirely random

Reply #21 Top

In the example above, you'd have to inroduce the concept of CityHP and have that be carried through across the board as well as into saved games. Then you'd have to create a flag for city is burning down which would have to be incorporated into the turn updating. 

It would probably take about 16 engineering hours to do (including QA time). The problem is that it would mean 16 engineering hour less for something else.

So in short, I like your idea. I just don't think it could be implemented.  I'll grovel to see if something better can be put into LH.

Reply #22 Top

Quoting Frogboy, reply 21

In the example above, you'd have to inroduce the concept of CityHP and have that be carried through across the board as well as into saved games. Then you'd have to create a flag for city is burning down which would have to be incorporated into the turn updating. 

It would probably take about 16 engineering hours to do (including QA time). The problem is that it would mean 16 engineering hour less for something else.

So in short, I like your idea. I just don't think it could be implemented.  I'll grovel to see if something better can be put into LH.
End of Frogboy's quote

Yeah that idea was not something that I'd expect in the near future. Was kinda bored at this contracting job, call center with no inbound calls and management recommend we read a book or something, so figured I could try fleshing out an idea for fun. 

Reply #23 Top

Quoting Illauna, reply 4

If you have ever done programming before you know that one tincy wincy fix will break an entire project. It may take time but these things are worth the wait. 
End of Illauna's quote

While this might be true, the amount of breakage that happens can be mitigated by handling how systems are coupled together.

Based off the nature of all the bugs I see it's pretty likely that the AI is not connected to the same rules system as the players at all, and instead tries to mimic all the rules the player has in a way that makes sense to the AI code.

This probably means every time something changes that is part of the players rules, the same change has to be made to the AI rules in such a way that makes the net outcome exactly the same. If so, this must be maddeningly difficult to manage.

Speculation, but it would explain the odd issues that just make it seem like the AI is playing a completely different game than the player. In a very real sense they probably are, in spite of the best of intentions.

 

Reply #24 Top

Quoting Sythion, reply 23



Based off the nature of all the bugs I see it's pretty likely that the AI is not connected to the same rules system as the players at all, and instead tries to mimic all the rules the player has in a way that makes sense to the AI code.

 
End of Sythion's quote

That's not how it works.

The AI has to play by the same rules in virtually all cases.  The only time that isn't the case is where a game play rule is implemented at the UI level rather than at the game level.  Generally speaking, we try to avoid this sort of thing precisely because it causes the kinds of problems we're discussing.

So in this case, the Raze City *button* has an IF statement on it that determines if it's enabled or not.  The AI does not.  But the AI only evaluates whether it should raze a city at the time of conquest.  

However, late in the beta, it was decided to change it to require a 5 turn minimum and it was implemented as a UI restriction on the player.

 

Reply #25 Top

Quoting Sythion, reply 23
Based off the nature of all the bugs I see it's pretty likely that the AI is not connected to the same rules system as the players at all, and instead tries to mimic all the rules the player has in a way that makes sense to the AI code.

This probably means every time something changes that is part of the players rules, the same change has to be made to the AI rules in such a way that makes the net outcome exactly the same. If so, this must be maddeningly difficult to manage.

Speculation, but it would explain the odd issues that just make it seem like the AI is playing a completely different game than the player. In a very real sense they probably are, in spite of the best of intentions.
End of Sythion's quote

I know Frogboy refuted this in the very next post but to be honest I agree entirely with Sythion. The game feels very much to me like the AI is not using the same library functions as the player is.

Perhaps it is for 90% of things but 10% is enough to still give the impression that it is playing by different rules? Regardless it is how I feel.