i don't think it's fine and fair because it doesn't contribute to a genuine rewarding gameplay experience, but rather to "boilerplate gameplay", if you know what i mean.
if AI is stupid don't try to fix the symptoms.
Search found 9 matches
- Tue Dec 03, 2019 1:56 pm
- Forum: Wishlist
- Topic: Cannot prolong armistice in time
- Replies: 5
- Views: 3920
- Mon Dec 02, 2019 10:33 pm
- Forum: Wishlist
- Topic: sometimes a turn is skipped
- Replies: 9
- Views: 6797
Re: sometimes a turn is skipped
version 2.6.0, gui-gtk-3.0, civ2civ3 ruleset (i think it also happened with the default ruleset) seems like a high-level error, could also be in those lua scripts. i do not use a time limit, but indeed an "ETA" timer is showing counting from ~2 minutes down when the map is large and the AI...
- Mon Dec 02, 2019 10:28 pm
- Forum: Wishlist
- Topic: Cannot prolong armistice in time
- Replies: 5
- Views: 3920
Re: Cannot prolong armistice in time
no, that has not much to do with AI, but with gameplay mechanics. as said, these are the cases where the AI *will* agree to armistice (or cease-fire) without any tribute, but the game doesn't let me avoid a short state of war inbetween turns when that AI moves. a proposed fix would be that i need to...
- Sun Dec 01, 2019 6:57 pm
- Forum: Wishlist
- Topic: sometimes a turn is skipped
- Replies: 9
- Views: 6797
sometimes a turn is skipped
it happens very occasionally and is hard to reproduce, but it sometimes happens to me that a new turn comes, i'm reading the messages, and before i'm finished already the next turn appears with its new messages, without me moving any unit or clicking "end of turn" or something. that skippe...
- Sun Dec 01, 2019 6:30 pm
- Forum: Wishlist
- Topic: Cannot prolong armistice in time
- Replies: 5
- Views: 3920
Cannot prolong armistice in time
so, often i have an armistice with an AI and it runs out when i happen to have an explorer or so on their territory more often than not, the explorer gets attacked before i can prolong the treaty. if i try to prolong the treaty one turn *before* it runs out, i can only select and "upgrade"...
- Fri Nov 29, 2019 4:08 pm
- Forum: Wishlist
- Topic: Automating Workers/Engineers - an alternative?
- Replies: 11
- Views: 12868
Re: Automating Workers/Engineers - an alternative?
also i had auto-engineers entering transports of allied nations and ending up spread across the map in the middle of nowhere i mean wtf
- Sun Nov 24, 2019 3:40 pm
- Forum: General discussion
- Topic: ever wondered why you need medicine for shakespeare's theatre?
- Replies: 1
- Views: 5844
ever wondered why you need medicine for shakespeare's theatre?
this article may explain it: https://www.nosweatshakespeare.com/reso ... and-drugs/
finally it makes sense.
finally it makes sense.
- Sat Nov 23, 2019 4:30 pm
- Forum: Wishlist
- Topic: Automating Workers/Engineers - an alternative?
- Replies: 11
- Views: 12868
Re: Automating Workers/Engineers - an alternative?
i had an auto-engineer turning land into ocean, isolating my city! wtf!? a tile with a railroad no less. i wanted to smash my notebook to the wall.
something must be done about this. civ3 afair has at least some options like "keep improvements" and "keep forest".
something must be done about this. civ3 afair has at least some options like "keep improvements" and "keep forest".
- Wed Nov 20, 2019 8:01 pm
- Forum: Wishlist
- Topic: trireme on land exploit
- Replies: 20
- Views: 13963
Re: trireme on land exploit
speaking of triremes and slightly OT, i'm rather new to freeciv and was surprised by the feature that they can travel rivers (which isn't in any commercial civ i know of), but it makes sense. this also offers tactical possibilities. when you upgrade triremes though, they become transports. that make...