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'Tis very strange that AIs are not founding cities on your end, my AI-only test games show AIs founding second cities by at least turn 50 (exception being if they had their first settler captured by barbarians, then there's a bit of a delay).
* Difficulty 6
* Continents Plus
* Large
* Known civs
** France
** Germany
** Arabia
** Greece
Mods
(all checked for not making DLL changes)
* Bison and Cacoa Impementations
* Corporations
* Greatest Cities
* Info Adicts
* Militia Defense
* Quick Turns
* Resolutions - XCOM Initiatve Lite
* Units - Scout to Explorer
France and germany, who I hade completely mapped out. Build settlers but never made any new cities. Hope this helps you debugging.
I'm afraid I cannot replicate the issue; the best thing I can do is address the unit management bugs created by possible issues within the merged Smart AI code.
So feel free to PM me, or comment here, about getting logs. Hope you can get this worked out.
If you've already got logging enabled, the ones that will be useful are MilitaryAILog, OperationalAILog, PlayerHomelandAILog, and PlayerTacticalAILog. One log is created for each civilization, and they are stored in My Games\Sid Meier's Civilization V\Logs as .csv files.
To enable logging, you'll have to enable debug mode via changing the line "DebugMode = 0" to "DebugMode = 1" in UserSettings.ini (located in My Games\Sid Meier's Civilization V), then enable AI logging in config.ini via setting the following lines to be = 1: "ValidateGameDatabase", "LoggingEnabled", and "AILog".
http://ge.tt/8SXjUE42/v/0
an 9 AI game on Pangea Plus, standard speed with only a few minor mods: The sad news, I only turned on logging around turn 125 by restarting Civ V and loading the savegame. I used IGE to keep an eye on AI progress and by turn 160 no AI had settles a second city. Next time, I'll try to get you a full game log.
Since I have this more consistenly, could it possibly be one of the mods I mentioned that might screw AI priorities?
It's possible that there's a conflict between one of your mods and this mod. I don't really know the scope of those mods, but if any mod changes the way cities are settled, it will indeed cause the AI settler logic to fall flat on its face.
Although I mentioned the other mods. I did run a IGE game with 9 AI's fighting against themselfs and they all settled cities. Not sure how that should be interpreted. Aside of that, I made sure that all mods are without DLL changes. Would you object if I PM you with future logs and so, not to completely hijack this thread?
Another user who encountered a similar issue eventually found out that it was a mod conflict causing it, even though they had no other DLL mods enabled. Some of my current modifications result in some shaky behavior (for example, earlygame settlers), and it only takes one .lua mod that changes the way cities are founded to cause the entire routine to fall flat on its face.
Any other ideas on how this might be (auto-)tested? I'll still keep an eye open for logs, but testing a whole game takes a little more time.