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wysiwyg
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Sandy, UT
Nov 2000 time: 05:14
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I changed the gigantic map size to 210x420 and it generates a good looking map to play on. The problems I have are with gameplay. Specifically:
- The computer civs never build roads. They build farms, mines, nets, etc but no roads. I suspect there is an algorithm that determines if two cities are close enough to bother with a road and that this algorithm uses the total map size to calculate a number that is compared with a threshold value.
- Unit movement rates are too small; i.e. your nukes are now rather short ranged. Obviously, it is possible to change movement rates if you plan to always play with an extra large map.
- Because the map is so large there are many more ruins; too many ruins means you'll probably still be finding them in the Diamond age. It's a bit silly to be discovering chaos theory or a leviathon unit in the ruins. It think doubling RUINS_BOX_WIDTH and RUINS_BOX_HEIGHT would be appropriate to reduce the number of ruins if they are used.
- Building the GlobeSat wonder is a bit much when you have many civs. I turned off "show enemy movements" and this seems fine.
Does anyone know if values used by the AI when deciding to build roads are stored in a text file? This looks to be the only problem I don't see a solution for.
I see MAX_RUINS_ADVANCE (10) and MAX_RUINS_UNIT (30) in const.txt but both units.txt and advance.txt are alphabetical so has anyone tried changing these yet?
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skorpion59
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Tulsa, Oklahoma, USA
May 1999 time: 23:14
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Maps which are bigger than the default ones will always introduce erratic gameplay. A 'Big Map' mod could help some but it won't do away with all of them.
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