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LAI_Main3.sql
-- AI Ignore Certain Improvements it spams
......
这一段导致人类也没法在草原、平原、草原丘陵、平原丘陵上面建造太阳能农场与风力发电了
This paragraph has made it impossible for humans to build solar farms and wind power on grasslands, plains, grassland hills, and plain hills :(
First of all, congratulations!! Thanks to your mod, which I only recently discovered, the AI finally conquers cities, uses planes, and uses nukes!!
Thanks to your work, I've started playing Civ6 again, while waiting for them to add elements to Civ7, which is very nice but not complete...
Now there's more challenge in war (they conquer cities!!), and in the final phase, they're better at achieving a cultural or scientific victory!
One question: Where can I download the V4 version? Is it better? From here, it's V3!
They should hire you at Firaxis; the competitive AI adds so much replayability and challenge to the game!!
I do have a question though, does your AI take into account win conditions being enabled/disabled? Like if I turn off religious victory, are AIs still going to focus on faith generation and spreading their faith everywhere?
Runtime Error: bad argument #3 to 'kEntry.m_pfnThunk' (function expected, got nil)
stack traceback:
[C]: in function 'kEntry.m_pfnThunk'
C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\3019772473\core\Strategies\RH.lua:32: in function 'Init'
[C]: in function 'func'
[C]: in function '(anonymous)'
InGame: Loading InGame UI - C:/Program Files (x86)/Steam/steamapps/workshop/content/289070/3019772473/core/Strategies/RH
Runtime Error: bad argument #1 to 'func' (function expected, got nil)
stack traceback:
[C]: in function 'func'
C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\3019772473\core\Strategies\RH.lua:52: in function '(main chunk)'
[C]: in function '(anonymous)'
Lua callstack:
Error loading file where=, file=C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\3019772473\core\Strategies\RH.lua
Please help?
Modding.log: "[3104555.808] UpdateDatabase - Loading core/Other/Misc.sql"
...line 173: INSERT OR IGNORE OR IGNORE INTO RequirementArguments (RequirementId, Name, Value) VALUES
You can add mods you can find on the workshop to do all of the things you are asking for
1. Remove free units on settlement.
2. Removing free units should allow you to be able to defend yourself and build your own infrastructure to fight back. So it should be fine as is.
3. Add more weight to leader relationship agenda bonuses/penalties and less "first impression" offset.
4. Currently the combat bonus for the AI is universally +1 for each difficulty above Prince and +1 after Medieval era. I don't know if it's possible to change these values but if possible they should scale better as the game goes on. I think universally +1 for King/Emperor, +2 for Immortal/Deity and then repeat for every 2 eras afterward (Medieval/Industrial/Atomic/Future) should be fine.
5. This is only problematic post-Medieval so it should be fine as is.
Fourth, when you are winning the late game (post-renaissance eras) still feel really easy. I believe the difficulty should scale up in the late game instead of an impossible to play early game due to limited unit availability.
First, the AI declares surprise war 90% of the time and just flood your cities with units. This wouldn't be a problem with only their extra production but they get free units on new settlement (scaled with their tech) and free universal combat bonus make them really hard to get rid of. (great general of your own only offset the combat bonus)
Second, the AI never accept peace until you've pushed back and surrounded their cities which would take an era or two coupled with your own civ uniques to push them back. While they're falling behind greatly in both science and culture because they've been spamming units non-stop, the other "peaceful" AI civs get to enjoy free sim city and collect all the GPs.
We had a blast with v3 though! We fully finished one game with zero desyncs on a big map, tried another two and the AI always worked great and the game was 100% stable!
Today we got our first desync crysis, but it happened on a huge map with +2 AI over the normal limit (mod) on turn 424 with more than a hundred of cities build and Mongols and Congo AI's huge armies wondering around the map so I have no hard feelings about it. Without your mod we usually get first desyncs before turn 120 on big maps and around turn 60 on huge maps, so I think your mod actually makes the game more stable than vanilla civ, lol.