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

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  • And the AI doesn't really use bombard either. So let's get bombard units out of the game. Where do you stop?
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    • Originally posted by RobC
      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...
      Hey... nice "strategy"

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      • Originally posted by WarpStorm

        No, under despotism only your capital and cities on rivers get the bonus.
        Thanks. I wondered if it might be restricted on purpose but didn't draw the river conclusion, especially since the first start I tried had almost every city on rivers and hence I didn't notice their effect.

        It's probably just as well, that first start I played the early expansion was killer. I had 6 cities ludicrously fast.

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        • Originally posted by RobC

          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...
          No, but this is not the only case where AI tactics are different than human tactics. The AI does actively pursue barbarians though (and always knows where they are), and on the higher difficulty levels you have to be lucky to kill a barbarian before the AI gets there with all its extra units.

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          • Originally posted by RobC
            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)
            I agree with alexman here. Promotions from Barbs is not a major problem because: 1) all tribes benefit from it equally (making it like bombardment, which we're not taking out of the game) and 2) the discrepancy between what the AI gets out of it and what human players do is not very big (compared to Slave farming).


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            • To the Spanish community of players we do not like the names of the cities of c3c, name of military leaders and scientists leaders.

              we have prepared a list with the names that we would like that you changed in the next patch.

              Name of the leader:

              Isabella is an Italian name, is more correct to call it Isabel. Isabel is Spanish name.


              Name of cities:

              Madrid
              Barcelona
              Sevilla
              Valencia
              Zaragoza
              Málaga
              Toledo
              Bilbao
              Santiago
              Murcia
              Valladolid
              Palma
              Córdoba
              Vigo
              Gijón
              Alicante
              Salamanca
              A Coruña
              Granada
              Santander
              Alcalá de Henares
              Cartagena
              Tordesillas
              Vitoria
              Pamplona
              Cádiz
              León
              Almería
              Oviedo
              Las Palmas
              Logroño
              Mérida
              Burgos
              Tarragona
              Segovia
              Tenerife
              Albacete
              Elche
              Jaén
              Sagunto
              Badajoz
              Vigo
              Zamora
              Soria
              Aranjuez
              Lugo
              Cáceres
              Castellón
              Almansa
              Lleida


              Spanish UU:

              That the Conquerors cost 50 shields instead of 70, that have 3 of defense (3.3.2).


              Name of military leaders:

              El Cid
              Colón
              El Gran Capitán
              Zúñiga
              Agustina de Aragón
              Espartero


              Name of scientists leaders:

              Miguel Servet
              Gerardo de Cremona
              Severo Ochoa


              Suggestions:

              Leader naval: They would have the same options that the terrestrial ones, that is to say, could finish a wonder or form a Navy. When discovering Navigation and having an active Navy would unblock the small wonder “Naval academy” that would serve to create Navies. The Navies serian in the sea the equivalent thing to the earth armies.


              Spanish cities in other civilizations:

              There are Spanish cities in other civilizations that would not have to appear.

              Portugal: Badajoz is spanish.


              I hope that it can solve these errors in the next patch.
              El futuro pertenece a quienes creen en la belleza de sus sueños.
              - Eleanor Roosevelt

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              • Naval leaders: NO!

                They would make naval combat one-dimensional.

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                • Naval Leaders also don't fit in the category of Easy Fixes, IMHO.
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                  • I liked the suggestion to prevent Curraughs from traveling on ocean.
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                    • What are the sinking probabilities for seafaring and non-seafaring nations in sea and ocean?

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                      • Theseus even if that isn't done we can put that into the AU mod if people want to see. You are on the panel.

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                        • Yeah, certainly. It just seems from what I've read that human use of Curraughs in general, much less suicide runs, is unbalancing.
                          The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.

                          Duas uncias in puncta mortalis est.

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                          • Not sure how easy these fixes would be . . .

                            Make AIs value Ivory more than other luxuries until the Statue of Zeus is completed. You can trade for Ivory and the imported ivory is sufficent to enable the wonder build.

                            Make AI civ with ivory place higher priority on Mathematics. The Japanese researched Mysticism, Polytheism, Philosophy, Map Making, and Literature before I traded Mathematics to them. The map is an archipelago max land, and each civ (except for one pair) is alone on a landmass. I also have an ancient age tech lead, so I am sure that the map conditions and the deppreciating research cost of techs I had already researched may have influenced Japan's choices, but with an early monopoly on ivory, I would hope that Math would be a priority.

                            Refine AI decision regarding declaration of war. This one is probably tough, but there is virtually no reason I can think of for an AI civ, without Map Making (or Writing!) and halfway around the world, to declare war on the human. It provides a happiness boost for the human and potentially skews the AI's build choices disproportionately towards units in the early game. I am not sugesting a whole reqorking of the war decision process -- but perhaps some sort of check on whether the AI can even actually mount any sort of an attack on the rival.

                            Catt

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                            • I agree with you Catt, the AI needs a sanity check on war declarations and MPP deals.

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                              • Two points.

                                1st, an agreement. I think should should infact be relatively easy to implement. The AI could simply be made to check for a land route to your empire. Second, check for distance, third check for # of units capable of traversing that distance., multiplied by the average of their movement factor and then multiplied by the tech level plus number of units that can travel that distance as a base score. (if we're dealing with galleys for example, its 2 transport capacity can be included as well to make a total of 3 units)

                                If they are on a different continent, the only units would be ships and transports.

                                There are a lot of smart math type people here, so I leave it to you guys to come up with a nice algorithm for the AI to calculate. It should be relatively easy to come up with a score. The higher the score, the more likely they will to declare war and lower the cost.

                                2nd point is that we don't really know what the AI is getting out of it. I've noticed, and note this is just from random observations resulting from my regular visits to each AI civ each turn to peddle my warez, that when AI civs are enticed into declaring war via military alliance tends to get gold, and maybe even techs. It may infact be a good thing for an AI to engage in these phoney wars, and most of the time, they never bother sending anything.

                                A question then is, can the AI be programmed to conduct these phoney wars like a human? Where they declare war but build like they are at peace. I think they can. The bigger question is, will Firaxis or BA bother with adding the extra coding? I think they are obligated to... considering the amount of money the fanbase has poured into their coffers with 2 xps, and the original release.

                                I agree with you Catt, the AI needs a sanity check on war declarations and MPP deals.
                                I've noted, and Alexman has included in the list an MPP related craziness with the AI making peace with a Civ, not realizing the civ is MPPed with another Civ is it still at war with and this retrigging war, again and again, since part of the AI wants to make peace but it can't fathom its own actions are retrigging the war.
                                Last edited by dexters; November 16, 2003, 19:22.
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