justbegladnow

justbegladnow

Joined Member # 4354455
2 Posts 3 Replies 170 Reputation

I don't know how practical this is but...in games in which the Master Quest is not a victory condition, could the map generator replace the pit of lost voices with some other wildland for more variety?

13 Replies 12,758 Views

I am pleased that I am not the only one to notice that the difficulty ramps significantly I wonder if AIFOWCheat being turned on (I presume this is fog of war cheat, so that the AI can see the whole map at all times) for ridiculous is more important than the incremental economic improvements. Sadly, I don't have the time to see how altering it affects the AI's playstyle.

11 Replies 12,330 Views

1. Winning by having the highest score gives you neither the "Waiting out the clock" achievement or the "Rise of X" achievement. It also seems hardcoded to give you a score of 0, although that might be intentional. 2. AI is still building armies with 0 attack.

0 Replies 3,913 Views

Currently, unrest penalty is a non-factor on a tiny map and the dominant force in the game on a huge map. The goal is to prevent city-spamming, right? I would think, then, that the solution is to penalize someone not for having lots of cities, but for having more cities than the opponents. A city-based unrest function like the following could accomplish this: Unrest= player_city_count/total_city_count - 1/number of players + C </p

16 Replies 22,369 Views

Spell issues: 1. Tremor: Tremor seems to divide its effect by the number of opponents in some fashion, so that a large enemy is immobilized for a shorter time than a small one. That's good. The in-game text give no mention of this and the length of immobilization time is not apparent when the spell is cast (it always says 3 turns). That's bad. 2. Tornado: After being hit with a tornado, the AI tend

6 Replies 9,370 Views