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For now I'm gonna call it "4X Standard" because that's exactly what it is.
In 2004 smacksim wrote a series of posts at Apolyton: "Improving the AI: Part I: The Worldbuilder section of alphax.txt". His work has been invaluable to me.I extracted the entire discussion, pasted it into Word, spell-checked it, and reformatted the paragraphs (in all of this changing none of the context). I saved the results both as a nice Word 2016 document with color and outlines and such, and as a simple text file. I've attached both files [t]here. Someone else might get as much out of smacksim's work as I have.
I changed the definition of a Giant map to 240x120. This is not sufficient to prevent dropped factions, but it happens less frequently. At 256x128 it was all but guaranteed, now it takes ~5 map generations to see factions dropped. 1x1 island starts are still exceedingly common and the generated maps are not basically usable.
In another thread, someone brought up that allowing a map coordinate to go all the way to an 8-bit integer boundary, might expose more bugs in the game. They theorized that pathfinding, and the pesky "Interceptor crashing the game" bug, might be driven by this sort of thing. I wonder if behavior improves simply by changing it to 252x126 ? I can't really test the postulated midgame bugs, but I can test the faction dropping bug fairly readily.