As the thread title says. True, it doesn't make sense to build navies in pangea maps... but this one was necessary to cross the bodies of water to meet and interact with the other civilizations. Yet the Egyptians never did any of that, and got to be crushed in their lonely island.
Please code in AI Logic to expand naval if start is isolated on a pangea map!
AI Not Building Navy In Isolated Pangea Map
AI Not Building Navy In Isolated Pangea Map
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- Dr.MonaLisa
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Re: AI Not Building Navy In Isolated Pangea Map
Please use the "Search" feature. The subject was explained multiple times:
viewtopic.php?t=5676
viewtopic.php?t=1844
viewtopic.php?p=19945#p19945
viewtopic.php?p=27678#p27678
Added after 5 minutes 21 seconds:
Even AI knows it xD
(except for EE4 mod part, because it simply didn't fix at all).
viewtopic.php?t=5676
viewtopic.php?t=1844
viewtopic.php?p=19945#p19945
viewtopic.php?p=27678#p27678
Dr.MonaLisa wrote: ↑30 Dec 2022, 02:56 I think it's related to this: viewtopic.php?p=20404#p20404
https://ee2.eu/patch/changes/#155010Due to terrible map generation of Pangea on EE2: AOS, a fix was made that treats Pangea maps as Plains. This is why AI won't build docks on it and there will be no fish on the map.— Fixed map generation of Pangea maps on Empire Earth II: The Art of Supremacy.
It's a fix for the "greater good", because it was no fun to play Pangea with 1 territory per player anyway.
Added after 5 minutes 21 seconds:
Even AI knows it xD
(except for EE4 mod part, because it simply didn't fix at all).
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
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Dr.MonaLisa
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Re: AI Not Building Navy In Isolated Pangea Map
why...
as a result, only the human player can now build docks and consequently a navy on pangea maps. I guess that works...
Added after 1 minute 54 seconds:
but I, the human player, still start on one-territory islands on pangea maps... the fix made it plain it would only be AI clobberin time when it comes to navies on pangea maps in UP
as a result, only the human player can now build docks and consequently a navy on pangea maps. I guess that works...
Added after 1 minute 54 seconds:
but I, the human player, still start on one-territory islands on pangea maps... the fix made it plain it would only be AI clobberin time when it comes to navies on pangea maps in UP
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Re: AI Not Building Navy In Isolated Pangea Map
You literally received a detailed reply with many source posts, and you're still asking "Why"?
If you want it fixed, please feel free to spend your time debugging this issue and finding the proper solution that would allow generating normal maps while keeping naval AI behavior. Such posts are annoying for me, because I've spent several days trying to fix this issue fully, and demanding from me to spend more time is disrespectful.
Feel free to revert this fix by editing file:
zips_ee2x\EE2X_db_155.zip\EE2X_db\Terrain\dbmapge5.ddf
...and then enjoy gigantic Pangea maps with maximum 10 territories.
If you want it fixed, please feel free to spend your time debugging this issue and finding the proper solution that would allow generating normal maps while keeping naval AI behavior. Such posts are annoying for me, because I've spent several days trying to fix this issue fully, and demanding from me to spend more time is disrespectful.
Feel free to revert this fix by editing file:
zips_ee2x\EE2X_db_155.zip\EE2X_db\Terrain\dbmapge5.ddf
Code: Select all
mapType = Waterless
//1.5.5.007 fix. Waterless instead of OneLandMass to fix stupid map generation bug. Not sure how AI will behave, but still it's for the greater good.
//mapType = OneLandMass
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
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Dr.MonaLisa
Ministry of Game Affairs
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Re: AI Not Building Navy In Isolated Pangea Map
It's OK, I'm a bit oversensitive, because some people think that I'm leaving bugs intentionally, while I'm a type of person that is wasting days to find proper solutions, often skipping sleeping.
For the Pangea bug I was trying to fix it with assembly, hundreds of .ddf modifications and everything. I wouldn't leave a bug like this intentionally, if I knew that it can be fixed.
Everything in EE2 is hardcoded. It's a compiled code, and any little change requires hours of researching, then testing and applying code. People think everything in EE2 is possible because there are so many new features and changes made by me, that it overall looks simple. In reality most of little changes are extremely hard to apply.
You can see how such process (for a single change) looks like:
(and the thing from that video failed at the end, and remaking took 3 times longer than what's recorded on it).
For the Pangea bug I was trying to fix it with assembly, hundreds of .ddf modifications and everything. I wouldn't leave a bug like this intentionally, if I knew that it can be fixed.
Everything in EE2 is hardcoded. It's a compiled code, and any little change requires hours of researching, then testing and applying code. People think everything in EE2 is possible because there are so many new features and changes made by me, that it overall looks simple. In reality most of little changes are extremely hard to apply.
You can see how such process (for a single change) looks like:
(and the thing from that video failed at the end, and remaking took 3 times longer than what's recorded on it).
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
- These users thanked the author Dr.MonaLisa for the post:
- smallfish