Thanks Mike for your explanation.
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it's here: 1.21F PATCH DETAILS
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Holy smoke two at once
Glad to see it
What about the icons? It doesnt limit the number of units or techs (that we know of) but it is a pain!We need seperate human-only games for MP/PBEM that dont include the over-simplifications required to have a good AI
If any man be thirsty, let him come unto me and drink. Vampire 7:37
Just one old soldiers opinion. E Tenebris Lux. Pax quaeritur bello.
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Firaxians: Minimap?
Hello Firaxians!
Why did you choose not to include a minimap in the editor. It can't be that hard. Did you not have the time for it?
Other than that the patch looks very cool!Try my Lord of the Rings MAP out: Lands of Middle Earth v2 NEWS: Now It's a flat map, optimized for Conquests
The new iPod nano: nano
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Originally posted by SpencerH
What about the icons? It doesnt limit the number of units or techs (that we know of) but it is a pain!
* Updated resource icon loading so that it's not hard-coded.
Any number of resource icons can now be loaded from resources.pcx as
longs they are 49x49 with a 1-pixel border (and don't forget to update
resource_shadows.pcx).
* Updated unit icon loading so that it's no longer hard-coded.
Any number of unit icons can now be loaded as long as they are 32x32
with a 1-pixel border.Mike Breitkreutz
Programmer
FIRAXIS Games
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Originally posted by Mike Breitkreutz FIRAXIS
See the following:
Tech icons are probably still a problem for now...We need seperate human-only games for MP/PBEM that dont include the over-simplifications required to have a good AI
If any man be thirsty, let him come unto me and drink. Vampire 7:37
Just one old soldiers opinion. E Tenebris Lux. Pax quaeritur bello.
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Originally posted by Mike Breitkreutz FIRAXIS
Originally posted by SpencerH
What about the icons? It doesnt limit the number of units or techs (that we know of) but it is a pain!
See the following:
* Updated resource icon loading so that it's not hard-coded.
Any number of resource icons can now be loaded from resources.pcx as
longs they are 49x49 with a 1-pixel border (and don't forget to update
resource_shadows.pcx).
* Updated unit icon loading so that it's no longer hard-coded.
Any number of unit icons can now be loaded as long as they are 32x32
with a 1-pixel border.
Tech icons are probably still a problem for now...
Exactly what has been changed? is it the number limit? How is it working now, does the units need to be on the same line, or can I place then randomly in the file, Just because it looks fun, as long as I keep a border around each icon?
Can I increase width and hight how mush i want, or is there any other limits?Creator of the Civ3MultiTool
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Hmm, looks promising. I wonder exactly how much they "adjusted advance trading rates for the AI." Can't wait to find out, actually.
Courthouses, Police Stations & WLTKD stronger versus corruption/waste - ok with me, but at this point the main issue with corruption is the optimal # of cities, not the effect of CH's and PS's. But then again, I was pretty much ok with corruption under 1.17 (at least on normal maps, dunno about large/huge).
Personally, I like the decreased map sizes, but I can imagine some who like playing on truely huge maps will be annoyed.
Draft/Hurry penalty dropped to 20 turns = good, especially for the AI. First pop sacrifice = 20 shields instead of 40... fine, will take a little getting used to, but fine.
Updated water unit movement to take into account the cost of
the terrain type.
Hmm... does this suggest that oceans will require more mp's than coast?
-Arriangrog want tank...Grog Want Tank... GROG WANT TANK!
The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.
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It all sounds interesting. Will any of these changes actually make the AI play differently, e.g. in tech trading or better use of bombardment units?To doubt everything or to believe everything are two equally convenient solutions; both dispense with the necessity of reflection.
H.Poincaré
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What does "[color={qcolor}]Editor: Exposed AI to AI trade rate.[/color]" mean?
Is it a rate for how the AI trade tach added to the editor? Where in the editor?Creator of the Civ3MultiTool
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Originally posted by Arrian
Personally, I like the decreased map sizes, but I can imagine some who like playing on truely huge maps will be annoyed.
Originally posted by Arrian
Updated water unit movement to take into account the cost of
the terrain type.
Hmm... does this suggest that oceans will require more mp's than coast?Mike Breitkreutz
Programmer
FIRAXIS Games
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I understood the map size change was just for the default maps - what I meant was that people who like to play on the really big maps all the time can't just fire up a new game (random map) at that size - now they have to use the editor or download a huge map, no? No skin off my nose either way.
Thanks for the clarification regarding ship movement. That's cool.
Thanks again for the responses.
-Arriangrog want tank...Grog Want Tank... GROG WANT TANK!
The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.
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