August 14th, 2021, 01:20
(This post was last modified: August 14th, 2021, 01:22 by Suppanut.)
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"Leave me alone" should not effect yourself, right? for some reason it also make I could not settle near my own city too (6 tile around).
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(August 12th, 2021, 07:02)Seravy Wrote: More modding features, and it will be 1.2.0, not 1.1.3.
Currently working on allowing the creation of new buildings or modifying existing building effects.
Probably races after that, then spells. I want to get all of them done in a single update because these are large internal changes that require a lot of testing and I don't want to do that testing multiple times.
That sounds amazing! Does this mean we will be able to edit the scripts of buffs and enchantment spells too?
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(August 14th, 2021, 08:18)Anskiy Wrote: (August 12th, 2021, 07:02)Seravy Wrote: More modding features, and it will be 1.2.0, not 1.1.3.
Currently working on allowing the creation of new buildings or modifying existing building effects.
Probably races after that, then spells. I want to get all of them done in a single update because these are large internal changes that require a lot of testing and I don't want to do that testing multiple times.
That sounds amazing! Does this mean we will be able to edit the scripts of buffs and enchantment spells too?
Assuming I get that far, yes, or, if not directly then by overriding the spell with a new one.
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(August 14th, 2021, 01:20)Suppanut Wrote: "Leave me alone" should not effect yourself, right? for some reason it also make I could not settle near my own city too (6 tile around).
Unable to reproduce. There are probably cities in the unexplored area that block the tiles on that screenshot.
I did found another bug though, it was blocking AIs from building near other AIs and themselves as well. Probably the reason why people see Myrror not properly colonized...
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I am wondering whether the "3 tiles away" rule should change. Perhaps, instead of a 7x7 square centered in the city, the corners should be allowed - either the single square in the corner, or the 3 outmost squares per corner.
Not sure if I'm clear, but this is the current are blocked for new cities (X is a square, O is where the city is, A is allowed):
AAAAAAAAA
AXXXXXXXA
AXXXXXXXA
AXXXXXXXA
AXXXOXXXA
AXXXXXXXA
AXXXXXXXA
AXXXXXXXA
AAAAAAAAA
And this is what it could be instead (one square free in the corners):
AAAAAAAAA
AAXXXXXAA
AXXXXXXXA
AXXXXXXXA
AXXXOXXXA
AXXXXXXXA
AXXXXXXXA
AAXXXXXAA
AAAAAAAAA
Or perhaps this:
AAAAAAAAA
AAAXXXAAA
AAXXXXXAA
AXXXXXXXA
AXXXOXXXA
AXXXXXXXA
AAXXXXXAA
AAAXXXAAA
AAAAAAAAA
Thoughts?
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That makes it possible for 3 cities to share a tile and we don't want to deal with 1/3 parts of resources, 1/2 is bad enough.
August 15th, 2021, 16:10
(This post was last modified: August 16th, 2021, 13:49 by namad.)
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(August 14th, 2021, 17:32)Seravy Wrote: (August 14th, 2021, 01:20)Suppanut Wrote: "Leave me alone" should not effect yourself, right? for some reason it also make I could not settle near my own city too (6 tile around).
Unable to reproduce. There are probably cities in the unexplored area that block the tiles on that screenshot.
I did found another bug though, it was blocking AIs from building near other AIs and themselves as well. Probably the reason why people see Myrror not properly colonized...
IMO leave me alone should apply to all players equally. (Or make a new option where what I just said is true, like I dunno, "leave everyone alone equally"). I would LOVE to be able to claim my territory with fewer cities. I'd also love to be honest if there were just fewer total cities in the game. (At least as an option.) Presumably if it applied to everyone, it would be "balanced". This is sort of a theme with my "desires". I want to change things to make myself feel stronger, but anytime I want a buff, I want everyone to get it. Fewer cities just means less overhead in micromanagement (in my brain, I know my computer can handle the AI), and presumably shorter play times as a result? but I don't want to have to play a smaller map to get fewer cities because the smaller map will also mean conflict starts sooner, fewer lairs, and worse cities (more water in the way and such).
Having the extra distance (so that no cities share resources in halves the way "leave me alone" is designed)... means that while there will be fewer cities, the landmass will be the same, so in theory the average city will be better (because they'll not have been shoved in a corner after the map was full but instead have been chosen as an optimal spot? right?).
Or is everything I just said impossible because this sort of change would ruin the game for the AI entirely and not work for reasons I don't comprehend?
edit: I forgot about no overlap when I wrote this. whoops. heh. But yeah. even still. "No Overlap+" seems like something that would be doable? And heck. The fact no overlap exists, just means to me, that something like "No Overlap 2" or "No Overlap+"... would be easily understood as an option by players. Then again maybe it's going to make the list of options too long and confusing.
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(August 15th, 2021, 16:10)namad Wrote: IMO leave me alone should apply to all players equally. (Or make a new option where what I just said is true, like I dunno, "leave everyone alone equally"). I would LOVE to be able to claim my territory with fewer cities. I'd also love to be honest if there were just fewer total cities in the game. (At least as an option.) Presumably if it applied to everyone, it would be "balanced". This is sort of a theme with my "desires". I want to change things to make myself feel stronger, but anytime I want a buff, I want everyone to get it. Fewer cities just means less overhead in micromanagement (in my brain, I know my computer can handle the AI), and presumably shorter play times as a result? but I don't want to have to play a smaller map to get fewer cities because the smaller map will also mean conflict starts sooner, fewer lairs, and worse cities (more water in the way and such).
Having the extra distance (so that no cities share resources in halves the way "leave me alone" is designed)... means that while there will be fewer cities, the landmass will be the same, so in theory the average city will be better (because they'll not have been shoved in a corner after the map was full but instead have been chosen as an optimal spot? right?).
Or is everything I just said impossible because this sort of change would ruin the game for the AI entirely and not work for reasons I don't comprehend?
Makes sense to me. "No Overlap" is 5 tiles between cities. I use it every game. "Leave Me Alone" is 6 tiles between cities... but has a special ruleset? Why?
Actually there's a specific reason that I use No Overlap: I hate that the AI will cram a useless, crappy city into literally any tiny corner of land. With 4 tile separations that means a bunch of junk cities built around the margin of any landmass.
So I'd propose one more potential game option: No Low Pop Settlements. The problem here is really that the AI relentlessly settles anything, even a completely worthless land with 3 max pop, turning the late game into even more of a tiresome whack-a-mole exercise. I think the original setting or 4 tile separation would work fine if anything <8 max pop was not viable for settlement.
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(August 15th, 2021, 08:21)Seravy Wrote: That makes it possible for 3 cities to share a tile and we don't want to deal with 1/3 parts of resources, 1/2 is bad enough.
Not in the case in which you allow one square per corner.
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I also use No Overlap in every game. I would certainly test a “no low pop” setting. It’s an interesting idea. Would such a setting lower the value of nature omni and guardian population boosts? Granted those aren’t great picks for a human. I am under the impression that their effect is intended to make crappy cities more worthwhile, and thus counteract the negative effect of AI city packing.
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