From comments I keep reading about Crusade, I wonder if the personality-switching code is working. When the code kicks in, you should receive one of these messages:
"Good news, {player[1].sir}, we have received reports that the {player[0].civ_name_plural} have adopted a new, peaceful stance in their governmental outlook."
"{player[1].sir}, the {player[0].civ_name_plural} seem to be following a pragmatic new foreign policy."
"{player[1].sir}! I bring dire news! The {player[0].civ_name_plural} appear to have taken a new, aggressive stance in their foreign relations."
If these messages are being received, can you tell significant changes in AI behavior?
This code is one of the linchpins of the modpack, as it lets the AIs play their differing personalities, but subject to random changes to avoid boredom.
Everyone keeps reporting how the AIs are not aggressive enough. If this code is working properly, the average AI civ should have a couple of warmonger periods over the course of the game, which should be enough to keep things interesting no matter if you start next to India or the Mongols.
"Good news, {player[1].sir}, we have received reports that the {player[0].civ_name_plural} have adopted a new, peaceful stance in their governmental outlook."
"{player[1].sir}, the {player[0].civ_name_plural} seem to be following a pragmatic new foreign policy."
"{player[1].sir}! I bring dire news! The {player[0].civ_name_plural} appear to have taken a new, aggressive stance in their foreign relations."
If these messages are being received, can you tell significant changes in AI behavior?
This code is one of the linchpins of the modpack, as it lets the AIs play their differing personalities, but subject to random changes to avoid boredom.
Everyone keeps reporting how the AIs are not aggressive enough. If this code is working properly, the average AI civ should have a couple of warmonger periods over the course of the game, which should be enough to keep things interesting no matter if you start next to India or the Mongols.
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