Anyone who has sent their armies over a long distance will probably have noticed that: Your units will not move before you press the end-turn button. That of course is mostly a good thing because this way you can change their orders during your turn. However, If they are one square away from their destination but would have movement points left after that, by pressing end-turn you essentially waste a turn for your unit. Right now the only way to help that is to ma
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Found it. Seems to be a different issue for me: Debug Message: - Ending Turn 94 - Debug Message: Current Memory Usage: 746512 KB Debug Message: Cities in World: 16 Debug Message: Units in World: 344 DebugMessage: Loaded font Tahoma-14Bold Debug Message: Generating portrait: Portrait_Champion_Inslow_1877385292 Debug Message: Generating portrait: Portrait_Sentinel_-1580502492-15237_142663816 Debug Message: Generating portrait: Portrait_
I also had my game crash. I cannot find the logfile though. A file: "legendaryheroes_20_crash_2013_10_13T14_1_5C0.mdmp" also was created.
I have similar issues. I really love that game but it didn't last long the last several tries to play it. Here's the end of my debug.err: Debug Message: GFX-THREAD WARNING: Function marked as gfx thread only is being used in a different thread in file: e:\lh-elemental\Kumquat3D\Source\Renderer\Direct3D9\D3D9GFXBuffer.cpp line: 140. Debug Message: GFX-THREAD WARNING: Function marked as gfx thread only is being used in a different thread in file: e:\l
I agree. Being able to alter exactly specific parameters of the difficulty instead of bumping up everything by a notch could make for a highly customizeable experience and thus very interesting games.
Very interesting post! Sounds like all the TBS-Guys are one big family! :D
My educated guess would be: The souvereign tries to build a city in turn 1 right where he starts. If this tile is not colonizeable, he never tries again somewhere else and continues to his adventuring-mode.
[quote who="StevenAus" reply="18" id="3321543"]Reloading after a lost battle, or a random artifact that could be a lot better is game-breaking I think, reloading from the start isn't.[/quote] I think the RNG should initalize with the time when you start a game and save that seed into the savegame. I had only one crash so far, a steam-error. Lost only 1 turn because of that but after reloading and recollecting an item, that I had previously collected, it turned out to be an
I don't like that exploits (Auto-Resolve) are part of the strategy described here.
Is it advised to start a new game from the 1.29toad-build that Brad released on it's own or is it save to continue that?
I think your post could be taken as very valueable input for the Devs. They probably didn't think about a strategy like that and thus couldn't teach the AI to either handle it or incorporate it themselves.
The thing is: It's not actually a bug. It's bad design. The "feature" of not allowing improvements to be build when the city is too close to others should simply by removed.
1.29 fixed that problem.
Had a corrupted Savegame with 1.20 Remebered this thread Downloaded 1.29 Savegame still corrupt Was it supposed to fix corrupt saves or to prevent that new saves will be corrupt aswell?
I think the solution is rather easy and wouldn't require a whole lot of work at all. Just use a multiplier to the Heros stats once you research the Army-size-Techs so the Hero get's something off them too. The multiplier could be as simple as Armysize/Base-Army-Size. So when Armysize is 3, it's 3/3=1 Armysize 4: 4/3 = 1.333 ... Armysize 7: 7/3 = 2.333 This way your Souvereigns and Champions would not lose their special value
[video]http://www.youtube.com/watch?v=wRrzRpaeHo0&feature=youtu.be[/video] I lose my last city without combat (it just turns orange and places my units next to it) and then retake it without combat. After that I cannot end the turn anymore.
[quote who="Frogboy" reply="35" id="3319222"]Game design is always a much bigger effect on how effective computer players are than any sort of theory craft on AI development.[/quote] So true... I've made a mod for Civ 3 to improve the AI without ever touching the actual AI itself. I analyzed what parts of the game the AI has trouble with and changed them. Here's some examples: AI had serious trouble with the corruption and properly fighting it.<br
The city could be found again one tile to the south. There then it could also build stuff. But only southwards.
[quote who="Thormodr" reply="46" id="3318039"]The simplest answer is that humans are naturally inclined towards being jerks. [/quote]Nope. They are not. They are educated to be like that. The natural human is a very social being. He has the ability to feel others emotions by imagining having lived through the same. It's called empathy. But humans are told to be in rivalry with everyone else. If they distrust eachother they are easier to control. The ba
What you've just done is saying that Frogboy is a wise guy and thus his decisions must not be questioned. It is not an actual answer to my question. Or are you trying to tell me that my question is unnecessary because wise decisions don't need an explanation and should be agreed to by anyone without having to know the reason behind them?
Just pretend you like it too. That usually works wonders!
I wonder why the city on the bottom is not connected to the road-network. Those mice need to rethink their algorithms!
Not that I would be particularly interested in discussing politics here, but now that it is prohibited, it makes me wonder for the reason behind that decision. So anyone mind to explain why that was seen a necessary limitation?
[quote who="Alstein" reply="15" id="3318678"]AI's need to recognize when they are overextended, and when they are going to lose, in which case the best idea is to get an ally to barge in.[/quote] I agree. Trying everything to not lose is a thing they should definately do. [quote who="Alstein" reply="15" id="3318678"]AI's should be more willing to jump into wars that look even.[/quote] Unless you can convincingly explain why it should, I would disagree on that.
[quote who="sweatyboatman" reply="24" id="3317779"] Pop-up your beautiful notification, even pop it up in a screen-covering dialog, but let me click "Not right now" and then put a message in the notification bar and a shiny icon in the Details window. Then I can, at my leisure, click on the notification, see the details page, and click on the level up icon and make my choice. [/quote] I would very much appreciate that too! Being able to first look around and d