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FIRAXIS: A list of EASY fixes for the next C3C patch

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  • Originally posted by kwpulliam1973
    The ability to enslave Barbs, if it is removed, should be removed with the addition of an editable flag. - I have already modded my preferred game to have all ancient footsoldiers capable of takeing worker slaves. While it may be unbalancing for a single civ to have this ability, when all civs have it, the AI seems to benefit from it. (i.e. if you remove barb enslavement now - others will start calling for it to be added as an editor flag - why not combine the request now)
    Great. If there was some ancient unit that would enslave as well, that would end my concerns-just give the maya a two tech or so jump on other enslavers. Still unique, but others can similarly rape the barbs. Not that I think the AI could handle this, probably more an odd coincidence and random luck than by intention...

    I'd rather see a new enslaver unit than a modded swordsman, maybe a 2/1/1 enslave for 30 shields at ironworking or something later. But I think giving the ai enslaving units would probably advance their terraformed infrastructure quite a bit.

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    • Originally posted by asleepathewheel

      SNIP
      Not that I think the AI could handle this, probably more an odd coincidence and random luck than by intention...

      SNIP
      But I think giving the ai enslaving units would probably advance their terraformed infrastructure quite a bit.
      That's exactly how it seemed to help the AI - I admit I'm not playing in debug mode so this is just anecdotal, but all the AI civs seemed to keep up with me in getting tiles improved during the ancient age and a little bit past. I know I was capturing the odd Barbarian worker from AI civs well into Industrial and Modern age.
      ---- "What gunpowder did for war, Blake has done for the AI" - Diadem ----

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      • Add on the easy list for conquests specific:

        1. In WW II: Pacific, Is San Francisico (Capital) missing a starting Factory an oversight? It appears that all the other West coast cities has them, and it just doesn't seem right to me that in Dec 1941 that the S.F. area would be so low in shield production compared to the other cities, especally the Portland area. Also wasn't the Harbor on Long Beach in existance by Dec 1941? (If So, LA would seem to be missing a Harbor)

        2. I think that the initial city build list for all civs in all conquests should be looked at. The shear number of cities set to start building a wonder in Rise of Rome was way too large for a conquest orientated scenerio, and what's up with US island cities building Libaries and Universities? (And some of those that won't complete in the score of the game unless rushed.)
        1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
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        AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

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        • the civlopedia entry for Dias' Voyage is wrong in the Age of Discovery scenario... it's the entry for palace.
          "I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
          - Ender, from Ender's Game by Orson Scott Card

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          • I tried a few Dutch starts tonight and not all my cities got the extra food. Is this a bug?

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            • Were they founded next to fresh water?
              That's when they get a food bonus in Despotism.

              Joncnunn, I'm scared to start adding historical accuracy suggestions for the conquests. It will quickly get out of control.

              And as far as I know, you can't set initial builds in a scanario, can you? It's the AI who sets the first build, and it's by no means an 'easy' fix to teach the AI to build the proper thing in all the different conquests...
              Last edited by alexman; November 15, 2003, 23:55.

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              • no food bonus under despotism (i think)
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                • Originally posted by DrSpike
                  I tried a few Dutch starts tonight and not all my cities got the extra food. Is this a bug?
                  No, under despotism only your capital and cities on rivers get the bonus.
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                  • Originally posted by joncnunn
                    Starting worker locations in the Rise of Rome scenario disperately need relocated out of the capitals.
                    There are no workers in the capitals you mention!

                    The workers you bought were probably the bonus workers the AI gets for difficulty level. Not an easy fix.

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                    • Originally posted by Dominae
                      Mayan Javelin Throwers should not be able to Enslave Barbs.
                      Along the same lines, to limit barb-harvesting abuse, I recommend allowing units to only promote up to Veteran after a victory against barbarians (i.e. you can get a bunch of vets but not a bunch of elites; for elites you need to send your vets in against other civs' units)

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                      • Since barb-harvesting for promotions is available to all players, is it really an abuse though?

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                        • IRL can barbarians be made into slaves?

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                          • Was a standard procedure AFAIK.
                            Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
                            Then why call him God? - Epicurus

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                            • Editor Feature Request - Maybe Easy May be not - opinions?

                              Rate of Enslavement (X in 10) drop down box, or percentage - Per unit settable

                              Background - In much of history, the choice of the victors was to accept the parole of surviving losers, take them into servitude or slavery or kill them. - I would like to make / see a mod where many of the non-technical units had a 10% chance of recruiting a similar unit from the battle - This is exactly what lead to the ability for any unit to enslave and create any other unit - All that remains is the ability to Mod the rate of enslavement (currently set to 33%)

                              Is it an easy change? - I would think so - I can't imagine the 33% being hardcoded into the game more than once, since it is a new feature itself. -

                              Thanks

                              Kevin P.
                              ---- "What gunpowder did for war, Blake has done for the AI" - Diadem ----

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                              • Originally posted by alexman
                                Since barb-harvesting for promotions is available to all players, is it really an abuse though?
                                Well, I'm pretty sure the AI doesn't intentionally leave a barb camp standing and surround it with units, rotating in vets to until they get promoted to elite...

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