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Feel free to do with it as you like, Yitzi. But this is just the AI stuff, no bugfixes.
And I really cannot guarantee any results with so many changes your patch makes. The AIs usually looks very stupid with a lot of modding, they cannot cope with new rules, obviously.
As for stockpile energy bug, thanks for notice, I did not know. I'll look into it later, I certainly need to have a clean bug fix on the AI patch as well.
1. Production issues Far too many mins tied up with supporting useless/unwanted units 2. More combat units with mobility.3. AI never attacking with hurry penalty4. Production changing5. Improve AI-AI trading of techs6. Smarter air attacks7. Better air defenseUNDER REVIEWA. Smart probe attacksB. Worker placementC. Attack from base
I played around with your patch yesterday. I'm surprised at the AI's trading techs so nicely, I still can't come up with the tech lead after 100+ turns (although to be fair, I do everything to help the AI, giving them techs and contacts as they ask). Their SE choices also seem interesting - Demo/FM/Knowledge for Zak, nice. I'm still surprised why some AI is so eager to pick up Fundie (Deirdre) and/or Power (Lal).
Oh, I forgot - I saw a Miriam's supply crawler actually crawling 2 energy! Granted, it was their only crawler and I fail to see another one anywhere else, but still it is a massively huge deal for me. I felt like I saw a unicorn.
I played around with your patch yesterday. I'm surprised at the AI's trading techs so nicely, I still can't come up with the tech lead after 100+ turns (although to be fair, I do everything to help the AI, giving them techs and contacts as they ask). Their SE choices also seem interesting - Demo/FM/Knowledge for Zak, nice. I'm still surprised why some AI is so eager to pick up Fundie (Deirdre) and/or Power (Lal).Oh, I forgot - I saw a Miriam's supply crawler actually crawling 2 energy! Granted, it was their only crawler and I fail to see another one anywhere else, but still it is a massively huge deal for me. I felt like I saw a unicorn. Thanks for that experience and keep up the work if you can.
I completed a game under 444(m).
You couldn't program crawlers to stay one hex away from Fungus?
I imagine that could potentially drive them away from juicy tiles, besides a bulk of native life comes as worms disembarking from IoDs, you can't do much to stay away from them.
I did notice several air attacks on the same location a few times. Can't confirm if it was on the same unit or another in a stack.
I understand now we should check out their battle movements more?
In my [m] game Zak managed to get VW, which is not that bad. If they start to beeline to AI and cash crawlers by standard that would be a huge deal. But yeah, any use of crawlers, even suboptimum, is a massive change in my book.
You mention popboom as well - in order to do it effectively, the AI must do better terraforming.