Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
file:///C:/Users/61497/Pictures/Screenshots/Screenshot%202022-10-28%20183906.png
i dont know if that picture works for you or not
I have a custom Random Map script, and I don't know if it'll work.
The map script is essentially far-out islands and is called "open sea".
Do I have to enable it somehow? Do I have to edit a file?
This AI will not cast any of these GPs if the game is detected as an online game, single player games will not have this restriction.
This "bug" used to apply to all the other AIs using said GPs in multiplayer games as well, though I do believe this was fixed with the expansion. (the patch notes mention it, but one can never be too sure).
I'll re-enable these GPs, if anyone can confirm that they no longer cause desyncs in Lan or Online games. (:
This on/off switch can be found in admiralbasics.xs - line 106. (:
But.. it is somewhat limited when it comes to water maps that require transport to move units to other islands and the likes, and Minigame types of maps are usually always a big no go.
@the other comments below: I'm happy to serve! :)
This AI have basically been working just fine untill the expansion was released, as that's when the changes from the preview build changes went live in the main client and broke the AI for the people who were still using the original/unmodified version of this AI.
I believe Notonecta Ai also have this bug in common, and more, but that's another issue for another mod.
So, I simply just removed the offending code, as it serves no real purpose as there is already another Rule in the Ai that handles Nomad type of maps.
On the other hand.. other Ai's still seems to have the said offending Code in them as well, but they don't crash for some mysterious reason.
I was wondering about this - what exactly did you do?
So I'd not recommend using this for the new Civs at all, however - it's still fully functional for the other 9 remaining Civs in the game. (:
So yeah, with that being said.. the only real ''issue'' here, is that this Ai was really never coded with a new expansion/civ in mind(AoModAI was such a cake walk though!), so I'd probably have to write the code totally from scratch, which may be way beyond my limited ''hobby'' coding experience.
But.. we'll see. (: