Comments (4)
- I made two save files, one without RST where Sejong will soon try to attack Shaka with GDR, and one with RST where Kristina is about to attack Sundiata Keita with them.
While making the saves I actually noticed that I was kind of mistaken; they do actually use their ranged attacks on cities and are even able to take them, but VERY rarely and it all just seems super random. Mostly they just run them around and kill units they see, without attacking cities or pillaging at all.
- I always start new games when I change stuff and then after loading in I look into the database to check if I changed it correctly.
from civ6-real-strategy.
- Do you have a savefile with such a situation? I'd like to see how the BH is running.
- How did you givem them UNITTYPE_SIEGE? During a game or have you started a new one? Sometimes the engine remembers some settings, so changing them mid-game has no effect and you need to start a new game.
from civ6-real-strategy.
I ran the "no-rst" file for 10 turns and inspected the logs.
Zulu (0) is running 2 attack walled city operations, GC (1) is running 3, Korea (2) is running 2 and Arabia (3) is running 2 (later only 1).
Korea(2) ops: 1st is against BOGOTA (sic!) and he just cannot get there...; 2nd is against NONGOMA and is basically not ready due to lack of units.
Zulu(0)'s 2 ops are stuck on recruiting units. Op is not ready but no recruit order has been issued. So stuck forever.
Arabia(3). Stuck at units recruitment. After waiting 10 turns the op is cancelled.
Funny thing that the value if GDR is 320 and the value of Research lab is 4300... I am curious how RST will change those values.
It is interesting to see how this works but very demotivating seeing that it does not work actually. Eh...
from civ6-real-strategy.
In the "rst" game I noticed a few weird things too. Most notably SiegeSupport units are blocking operations.
And there is also this: Kristina had 21 units on turn 538 for a single attack operation. And still was recruiting, Jet Fighter this
UNIT_ANTIAIR_GUN - again siege support
UNIT_BATTLESHIP x2 - ok, coastal city and it needs 2 naval siege units
UNIT_BOMBER x2 - good
UNIT_GIANT_DEATH_ROBOT x4 (!!!)
UNIT_JET_FIGHTER x5 (why? - ok, it is set as ranged in RST)
UNIT_MACHINE_GUN x2
UNIT_MODERN_AT x2
UNIT_SUPPLY_CONVOY x3 (why so many? - it is only siege support, max units = 1 - is it bugged or what?)
The op is "Attack Walled City", the tree "Siege City Assault" and the team depends if the city is Coastal or not.
What city? " Moving to rally position 23: 8rally position 27: 5"
27:5 is Hattin Coast, 23:8 is Abo near border with Arabia
So yeah, Hattin is Coastal and she actually wants to attack Arabia.
"Value: 1603" from OpEval log: 537, 3, -1, CITY VALUES, 1603.1, LOC_CITY_NAME_HATTIN
At T542 she had 23 units and still recruiting Battleship. WHY??? " No recruits to match strength, Enemy Str: 2349 / 102.0" She is like 20x more powerful! Is this a bug? The 1st number is clearly her strength - each turn with new units is was going up.
The Team is clearly "Walled City Naval Attack Force" as the target is Coastal and not at war yet.
There is no UNITAI_COMBAT... hm... it usually used to limit max num of units.
Ok, I switched to Arabia and Saladin in fact has tons of units and Hattin IS heavily guarded. Like 10 units in 3 tiles radius, inc. GDR and 3 armies of machine guns. Hm, maybe she really needs those units.
from civ6-real-strategy.
Related Issues (20)
- DiploFavor exploit in Ancient Era HOT 4
- YieldSensitivities - what does it do?
- Minors - city builds HOT 8
- Units - pseudo yields HOT 12
- Investigating PSEUDOYIELD_CITY HOT 4
- Mod review: Naturalist and other Units AI Fix HOT 1
- GREAT_PERSON_CLASS_COMANDANTE_GENERAL not defined in Priorities
- ORIGINAL_CAPITAL malus remove only when the Capital can be attacked
- Remove StartBias changes and tweaks
- Cavalry units not used in city attacks HOT 1
- Luxury Deals buy/sell gap, what influences them
- Simplify time strategies
- Naval Superiority (vanilla) recruits land units (modern at, warrior monk) HOT 1
- SIEGE_SUPPORT blocking operations
- Compatibility with Extended Tech Tree mod HOT 1
- Possible sources of MP desyncs
- Base game only bug with ModernSensitivity HOT 1
- AIs not building Walls
- Taking over weak free cities
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