axx

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Some ideas: - disembarking on tiles with units present as you've mentioned - AI land units try to move to a sea tile (this could only be a problem if...

Yes. Another option is to limit AI options in the very beginning before it decides. E.g. unit in 1-tile island would just skip turn as it would know it cannot...

The irrigation costs (turns): - grassland = 4 - forest = 4 (convert to plains) - swamp = 14 (convert to grassland) - tundra = -- - plains = 4...

There is no option to build mines when on top of forest with settlers. Can it be an issue with loading the game? The resources (irrigation, mines, roads...) can sometimes...

I'm guessing these are the spawning points of barb units.

There are a bunch of if statements and a `return true;` at the end of `internal override bool Confront(int relX, int relY)` method. Does it reach this and keep looping?...

> > > @axx0 In this particular case, AI Caravan (enemy's Caravan) reaches its own city (not caravans's Home city), where distance is 10 tiles longer from home city (can...

> Personally, I would like to see caravans in the desert, and have ability to rob them and take money form enemies (and spoil politic relations). But as the main...

It depends, I did a lot of testing (there's my post somewhere on civfanatics). IIRC barbarian diplomats (chiefs) can go into some sort of infinite loop and just jump between...

The problem seems to be in line 173 of GameMap.cs which draws movement of unit: `this.AddLayer(unitPicture, dx + movement.X, dy + movement.Y);` Every time you move a unit this line...