[quote who="Frogboy" reply="26" id="3316441"] You could but the code would have to be interpreted in the game itself. That's why I like the idea of having Python (or Lua) in there. But you totally get what I'm getting at based on what you wrote. We want the AI to do things like bild a bell tower at the head of the build queue if unrest is beyond a certain point. But it would be a lot of work to get that into the XML. The easier thing would be to have
RemingtonRyder
So you could define rules in the XML like, for example, if the city has significant unrest, put Bell Tower or Cleric at the head of the build queue. There's less priority to have those lumber mills if half of production is being wasted.
Actually, I have come across some puzzling AI cities which had no grain, material or essence. Beats me how they settled it if there's no grain. :P
So the AI pops up a dialogue telling me to beat it or declare war. But I'm not in his territory. Nope. Not one unit. So I say 'Okay I'll get off your land, are you happy now?' Several turns later he bugs me again about it. This time he has a rake and he's waving it menacingly. And I say, 'Seriously, I'm not on your lawn.' And so on and so on. There is a patch of land around an outpost which is li
Actually I tend to find that Silver Tongue is very strong for much of the game if your sov also has the trait that gives extra spell mastery per level. For example, you lack crystal to make mage units, you find an enemy army with a mage unit in it, confess them with your Kahlan sovereign and kill the rest. I mean we're talking as low as 3% chance to resist in some cases. Sure, you only get to use the ability once per fight, but if your army has four moves and you can a
Rubber bands and paperclips work great as crafting components.
I think (though I can't confirm it yet) that there's a bug with the autosave. Think about it - autosave happens when you hit end turn, not when your turn starts, right? And the problems start when turn processing begins, starting with the save if it's needed. I disabled autosave, mashed the turn button and didn't get a hang. It's not much of a test. Still have to see how things work when the game's been running a few hours and I've a
I think maybe the population cost needs to vary according to game length (you can choose a slower rate of technology at setup) because playing on Epic the cost is enough to slow down growth but it doesn't really hamper expansion because it's already limited by the slow rate of progress - you can't make decent troops without the right technologies. On a Normal speed game I could see how population would become the new energon. :P
Well, I've been playing today with no repeat of the issue. What I did was take out the Ecomental mod files and transfer the settings and stuff to a fresh copy of those files from FE 1.20. Unfortunately as I've now discovered, this is not the cause. It must be something else. :P
Even with the pioneers costing population, you have to remember that there's usually quite a bit of time where you're bumping against the food cap and you're unable to level a city up. In fact, if you were basically waiting on research and production of improved food supply, you could juggle pioneers while you're waiting - queue them up, then rotate them so none actually get finished, then cancel them all when you raise your food cap. Woosh, city level up.
With regards to the road building, I'm not wild about the look when you have a single road piece alongside a longer road. I'd love to see a 'dirt track' style of road used for those little side roads, which I tend to use so that I can move units to guard a resource without using up all their movement. The AI has been quite a bit better with regards to expanding. On a Epic Challenging 1v1 Large game recently I had just four cities by the time I met my oppone
If you're looking for inspiration I suggest reading the Sword of Truth series. It might give you some ideas to make writing the AAR more interesting for you and your readers. Less is more. I tried to write a GalCiv II AAR by just grabbing lots of screenies but it quickly got very time-consuming. I find Twitter to be a quicker way of roughing an in-action report, and you might find it easier to get people to read it there.
This looks like it might need a bit of adjustment for 1.20 as the data files have changed. Or it might not.
Actually I do get an application hang which means hitting Enter or Esc doesn't do anything except vent my frustration. Looking at my last debug.err it seems to happen right after a successful autosave. Or I could be reading too much into that.
Personally, I find it's a bit refreshing. Instead of pumping out pioneers from just any old city, you're going to want to designate one or two for doing that and let the others focus on growth to the next level. This is not a bad long-term strategy when you consider the outrageous bonuses you can rack up. Scrying Pool if you're playing Enchanters? +1 Essence please. Oracle? +1 Essence please. Then you get to cast two more enchantments
As per the title. To make things simpler, it would be nice if there was a toggle filter to show just those cities that are idling and need orders in the sidebar. Or if you could customise which cities to show on the sidebar.
The thing is though, it must be some sort of a random behaviour that's causing it, because when I load the autosave it doesn't immediately hang a few turns later.
I've seen this as well. Twice today actually.
I think there should be an ability that allows you to capture and imprison heroes if you have a prison, then ransom them back. If you or the AI don't feel like paying to get your hero back, then you can find the prison and take the city by force. ;)
To be honest I'm not sure if you can get more bugs fixed in a shorter space of time just by applying sheer manpower. If you think about it, a lot of updates for GalCiv 2 also updated the vanilla game as well as the expansions. There's good reason for most of the team to forge ahead and cover new ground, it means that they're not held back by having to make all of their changes available to the base game right away.
Well at least we're guaranteed an epic space battle.
Could just be that the music picker has been upgraded to not play the same thing over and over and over and over and over and over and over and over again.
[quote who="nDervish" reply="22" id="3311622"]I've heard mentions here in the forum of one of the default factions having a trainable road-building unit, but I've never seen it in-game.)[/quote] Capitar has road-building available on pioneers by default, and can train units with the ability as well.
I like the pioneer change. Population growth is more useful and you can work on other things without worrying about the lost opportunity to spam a pioneer out.
[quote quoting="post"] (dedicated to those who think that building roads with engineers is too much micromanagement). [/quote] Ahem.