Re: BambiV022 dot 15
Posted: Sat May 09, 2020 5:04 am
New BambiV022 dot 15 is uploaded:
* worked out some stupid bugs as usual (where do they keep coming from? )
* tweaked decision making processes (e.g. will try to FC more but feudal-age-defense-initiative stays active in castle-age if military is low and enemy military is high)
* added Chinese and Japanese civs and tweaked some others
* tested 200-225-250 pop
* can play DM but not very efficiently atm
* won't resign on maps it doesn't like, but it will state this.
* analyzed experimental modules from dot 9 and tweaked back too extreme measures
* it tributes in one extreme special case => still testing this
* more intelligent trading system
* superbooms if necessary and added a more thorough and intelligent civilian conscription army which means villagers will join the fight in certain cases (this is undervalued as with sappers villagers have a +15 attack against buildings. so when overboomed: don't just delete villagers... if they can do some damage this is a bonus => this is experimental and up for discussion :-) )
* experimenting still with attack-groups
* more intelligent team resigning rules
Future projects:
* add Turks, Aztecs, Huns, Koreans and Mayans (so all conqueror civs are playable)
* after all civs are added i will:
=> work on blacksmith research decision making
=> work on more intelligent defense and attack strategies
=> start updating so it will become more wk compatible (researches, specific gameplay etc...)
=> start adding wk civs
=> start adding water-military and more intelligent fishing-systems
=> think about experimenting with pure watermaps like team islands without duc ;-)
=> start experimenting with duc to find gaia livestock
Damn, alot to do!!!
Thanks alot for the advice! Keep sending recs when testing!
Greetings :-)
* worked out some stupid bugs as usual (where do they keep coming from? )
* tweaked decision making processes (e.g. will try to FC more but feudal-age-defense-initiative stays active in castle-age if military is low and enemy military is high)
* added Chinese and Japanese civs and tweaked some others
* tested 200-225-250 pop
* can play DM but not very efficiently atm
* won't resign on maps it doesn't like, but it will state this.
* analyzed experimental modules from dot 9 and tweaked back too extreme measures
* it tributes in one extreme special case => still testing this
* more intelligent trading system
* superbooms if necessary and added a more thorough and intelligent civilian conscription army which means villagers will join the fight in certain cases (this is undervalued as with sappers villagers have a +15 attack against buildings. so when overboomed: don't just delete villagers... if they can do some damage this is a bonus => this is experimental and up for discussion :-) )
* experimenting still with attack-groups
* more intelligent team resigning rules
Future projects:
* add Turks, Aztecs, Huns, Koreans and Mayans (so all conqueror civs are playable)
* after all civs are added i will:
=> work on blacksmith research decision making
=> work on more intelligent defense and attack strategies
=> start updating so it will become more wk compatible (researches, specific gameplay etc...)
=> start adding wk civs
=> start adding water-military and more intelligent fishing-systems
=> think about experimenting with pure watermaps like team islands without duc ;-)
=> start experimenting with duc to find gaia livestock
Damn, alot to do!!!
Thanks alot for the advice! Keep sending recs when testing!
Greetings :-)