![]() Remember to read our wiki before asking questions. Remember to return the favor and help others as well ![]() ![]() Posting NSFW content here will earn you a ban and a report to the reddit moderators. If you are banned from r/CrackWatch, don't post here. No asking or sharing download links that contain illegal content (cracks, bypasses etc.)ĭon't be rude, racist, sexist. No shitposting, trollposting, or asking troll questions ex. If your question does not get answered in here, please do not go to r/crackwatch to post your question there. Also please keep it in english, so everyone understands you. As usual, do not request, distribute or link any illegal form of the software, be it either bypass or crack. You can post a thread and ask any question about cracks here. See for more info on this mod, this is also the best place to get more detailed help.Welcome to r/CrackSupport, a sister subreddit under the ownership of r/CrackWatch. Archers/cities not firing when they could Sometimes civs barely expand, most commonly on maps with many barbarians, or on tiny island starts The AI sometimes refuses to take 0 health cities, civilians or empty barb camps. These issues also exist in vanilla, but sometimes become more prominent here due to bigger cities and more wars. So there are quite a few issues remaining that I unfortunately can't really touch. Quite a lot could still be done, but the basis is still the same. Unfortunately, I don't have access to the actual AI code, so this mod is mostly based on changing things in the few XML files that control AI behavior. Other AI mods tend to make changes to the same parts of the game, which can lead to crashes or other unintended effects. I strongly recommend you don't use AI+ in combination with other big AI mods, unless the author states these mods are compatible. If you see any of these, and you're on the latest version, try checking whether there's such an issue going on 13 Civs with 15 Leaders, an Alchemy Lab and an Arcane Enchanter (really cool buildings that use resources in a cool way), mage units, and a whole host of textual changes on existing assets. In some mod combinations that change production costs etc, you may see strange behavior though, such as extreme unit spam, AIs doing a one city challenge or districts that are completely ignored. This mod adds several elements from the Elder Scrolls universe to Civ Vi. Compatibility wise, this mod works well with most non-AI mods, even those that add units/buildings etc. This mod won't work with previously saved games, you'll have to start a new game to use it AI+ works on both singleplayer and multiplayer (as long as every player has the mod) In the 13th century, doge Enrico Dandolo subordinated a Crusading army to Venetian. Having a small population with few natural resources, Venice could not live without gold and silver. I'm also no longer continously developping this mod, since there's just not that much I feel I can still do. The Most Serene Republic of Venice was an imperial, maritime republic in northeastern Italy for the millenium between the 8th and 18th centuries. This means I'm really limited in what I can do, and there are many known issues with the AI overall. The modding tools provided don't allow coding, nor in-depth changes in all areas of the game. Deity will be hard to beat, though perhaps not as hard as modded Civ V. This may make the game too hard for those who like playing on the very lowest settings. The overall difficulty of the game should increase on average. This makes the game feel more alive, and makes leaders more focussed and thus capable. On top of ability improvements, leaders have been given more distinct personality styles that match their flavor/abilities such as warlike civs (like the Aztecs/Norway) building more units, expansive civs (like Rome/Russia) grabbing more land, religious civs (like India/Norway) focusing more faith. Expect to see games where an AI wipes out multiple others without any help, sometimes even in the later eras. But the biggest improvements are found in the AIs ability to wage aggressive wars. There are improvements in many behavior areas such as settling, building/district choices and tile improvement. (It should also still work on vanilla + R&F)ĪI+ improves the AI without changing anything about the game itself nor the bonuses the AI gets. Civilisation VI has had a strong launch, but there’s been one thing holding it back lately: Steam Workshop support didn’t ship alongside the game in October, which means the modding scene hasn.
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