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Has some alteration been made that's bugged the Spartan's ability? There are a few thinker.ini variables affecting prototypes, but they don't obviously govern this.
Trance Scout Patrol, Infantry, Gun, Scout, 2, 0, 0, Brain, -1, 00000001000000000000000000
Hmm. I see a lot of controversial responses on recent AI changes. Let's review them.Thinker main goal was to improve AI and WTP continues on this path as well. I have heard a lot of complaints about some OP exploits humans can do but AI cannot. Teaching them to AI is usually the best way to resolve that problem. However, this is also the most difficult option. In absence of which, we usually resort to limiting such exploits to equalize human vs. computer capabilities. ICS was one of the most notorious one everybody tried hard to limit. Yet now when I was able to teach computer do the same, making it no more exclusive human exploit, it doesn't seem to be unconditionally liked. What is going on, guys? Were you hypocritical when you complained about it and demanded this problem to be solved for good? I have spent quite substantial amount of time and mental efforts on it. Was it for nothing?Let me know if this is the right direction and/or something need to be done with spamming as well, regardless of AI success.Keep in mind that neither Thinker nor WTP planned to put any limit on AI improvement posing themselves as challenging mod. So the argument that game becomes unbeatable on toughest level, while pretty valid for game attractiveness in general, is not applicable to this mod.About AI disregarding defense while expanding without limits. That is true. Building more colonies obviously impacts combat units. This allowed me to amass an army and easily cut into neighbor territory. I plan to work on defense more. However, even in current state I can eat some number of surrounding bases and I may even match other factions in number of bases but it takes long and I had to put everything into building combat units so this seriously delays my economical development. By the time I an about to eat next faction they become very strong and easily block my advancement. Tayta reported that she can continuously beat them all conquering whole planet, though. I would love to see her SP game progress just out of curiosity.Nevertheless, it seems that AI grow stronger comparing to previous settings, overall.
Load the save and directly attack the tile with two enemy cruisers, 12-1-6 and 1-12-6. Use a gatling 5-1-6 cruiser for this. Instead of picking the unit with better armor and easily fending off the attack, the game will pick the unarmored one to defend, which will lose immediately.Also. Pick a free tile in a 2-tile range of a enemy cruiser or artillery. Bombard it. See what happens on successful bombardment.(a -100% hasty penalty, resulting in the immediate death of your ship, as it expended the moves and can't defend. It is not supposed to happen, I think. If there is supposed to be an artillery duel, then let them duel before the moves are expended)
(Then again, I consider 1-round land/sea duels a result of a bug as well. The wiki reflects what is in the code, not what should have been there.)
Or it could be the opposite. At least looking at the code does not give me the clear feeling which branch is a bug.
The odds on this matchup are crazy bad. We're almost equal, yet I'm given only a 15% chance of victory.
What's up with these ability costs? There's no predictable consistency between abilities that cost 16 and abilities that cost 1.
Can you tell us what you see? In layman's terms, so we could at least try to understand the intent.
Tiles with units are not protected.
What would be a logical example of code?1) The attacking and defending units could duel only if each is within range of the other, i.e. no more than 2 tiles apart.2) The duel would only commence if the attacker chooses to bombard a tile within the range of the defender (different from 1, as though the units could be within a 2-tile range of each other, the attacker can choose to fire in the other direction). The battle would play out the same as if the attacker chose to fire directly upon the defender.3) What is in the tile should have no bearing on whether the duel commences. Neither should the success of the bombardment. If you choose to fire upon a tile within the sphere of influence of another arty, and you yourself are within range to fight, you fight.4) If there are several artys eligible to protect a tile from bombardment, the one with the highest chances gets picked.
Quote from: bvanevery on November 04, 2020, 01:48:16 AMWhat's up with these ability costs? There's no predictable consistency between abilities that cost 16 and abilities that cost 1.It confused me at first as well. You may have figured it out on your own, but just in case - cost factors 16/32 denote the cost in additional rows, not an added percentage.Cost x = Base cost + 25% * xCost 16*y = Base cost + y mineral rowsBase cost 60 would give cost 80 and 70 for cost factors 1 and 16, respectively.It's probably done that way because it's hardcoded somewhere.