From what games I have played, cities in rough terrain didn't grow well at all without help, unless they had beaches to support them. We'll see...
As you may or may not know, the const.txt contains all kinds of flags for map creation, slider settings, unit bonuses, city settings, bombard and pollution settings and effects, plus all the special attack settings.
The flags are placed in an almost random order, however. So, I just spent about 30 min. grouping them in four general areas:
1)Map creation
2)Unit, city and pollution
3)Special attack
4)Unused ctp1 flags
I will post the file soon at my website. I have made some changes to bring the file in line with the Med mod I, but I think any mod-maker would be happy to use this file, since it makes finding things much easier.
Also, I have made it possible for Spies and Cyber Ninjas to Sue and be Sued, and for Clerics, Abolishionists, and Slavers to be Sued.
This gives you a way of killing those units without going to war with their owning nation. I wish I had thought of this a long time ago.
Sorry, colorme, but I don't know how to do any hacking.
I tried to tackle some of the same problems you mentioned in that thread in ctp1, with limited success. About all you can do is play with the "goals" settings in the strategies.txt. That should have some effect.
Also, I am re-working the AI's unit build lists, which has a lot to do with what units the AI is producing (or not producing).
As bad as it seems, if you could watch the ai moves in any of the Sid games, I bet you would see the same types of things, if not worse. I know that the AIs do a much, much better job of growing and developing their cities, and from my limited perusing of the diplomatic files, it seems that those are pretty involved as well.
In playing and now searching the text files in depth, I can see that the people at Activision were not wasting their time since the release of Ctp1. Whether they were given all the manpower and resources that they needed might be up for discussion, however.
As you may or may not know, the const.txt contains all kinds of flags for map creation, slider settings, unit bonuses, city settings, bombard and pollution settings and effects, plus all the special attack settings.
The flags are placed in an almost random order, however. So, I just spent about 30 min. grouping them in four general areas:
1)Map creation
2)Unit, city and pollution
3)Special attack
4)Unused ctp1 flags
I will post the file soon at my website. I have made some changes to bring the file in line with the Med mod I, but I think any mod-maker would be happy to use this file, since it makes finding things much easier.
Also, I have made it possible for Spies and Cyber Ninjas to Sue and be Sued, and for Clerics, Abolishionists, and Slavers to be Sued.
This gives you a way of killing those units without going to war with their owning nation. I wish I had thought of this a long time ago.
Sorry, colorme, but I don't know how to do any hacking.
I tried to tackle some of the same problems you mentioned in that thread in ctp1, with limited success. About all you can do is play with the "goals" settings in the strategies.txt. That should have some effect.
Also, I am re-working the AI's unit build lists, which has a lot to do with what units the AI is producing (or not producing).
As bad as it seems, if you could watch the ai moves in any of the Sid games, I bet you would see the same types of things, if not worse. I know that the AIs do a much, much better job of growing and developing their cities, and from my limited perusing of the diplomatic files, it seems that those are pretty involved as well.
In playing and now searching the text files in depth, I can see that the people at Activision were not wasting their time since the release of Ctp1. Whether they were given all the manpower and resources that they needed might be up for discussion, however.
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