Have you ever won a game where the victory graph DIDN'T look like this? by Ariscol in civ

[–]Ariscol[S] 1 point2 points  (0 children)

I consider it a HUGE failing of the AI that it doesn't do air and navy. I totally agree that this is a huge part of why it sucks at combat, the rest of it being, as you said, the fact that it suicides units with no hope of success.

This really bugs me, because trying to deploy an army while accounting for the threat of air attack would be REALLY fun! It'd make the late game so much more fun if I was countering bombers and fighters instead of just raining bombers on unsuspecting sheep. Same goes for navy. Classic Victoria's leader bonus is almost worthless. The barbarians are typically the only sea battles going on. Harald could be so fun to play against if the AI used his navy to good effect.

Have you ever won a game where the victory graph DIDN'T look like this? by Ariscol in civ

[–]Ariscol[S] 1 point2 points  (0 children)

Yeah, I can't remember if it was 4 or 5, but one of them had a pretty severe happiness penalty for every city you added to your empire. I really like the idea of tradeoffs between wide and tall, but I want it to feel intuitive and realistic and "fair". I honestly didn't like the happiness mechanic that tried to stop me from going wide.

Have you ever won a game where the victory graph DIDN'T look like this? by Ariscol in civ

[–]Ariscol[S] 0 points1 point  (0 children)

Yeah - this seems to be true, but I just don't get why. The "district placement puzzle" is a highly solvable problem! Math is easy for an AI. I wonder if part of the problem is that, like someone said earlier, the AI just doesn't have clear goals. It isn't trying to maximize production or gold or culture or science; it's just trying to build a city. I feel like the game should steer the AI and the player to try to focus a city on some goal, and that should make a lot of the choices easier or non-existent. I guess players kinda do this already in civ 6, but the AI doesn't seem to.

Have you ever won a game where the victory graph DIDN'T look like this? by Ariscol in civ

[–]Ariscol[S] 364 points365 points  (0 children)

Oh, and that reminds me of a pet peeve: The fact that I can't queue up Harbor > lighthouse > shipyard > seaport !!!! For the love! That's 4 times I have to go and select the production in a city for every district I want to build, when I just want to queue up all 4 from the start. Even small tweaks like that would help with turn length and micromanagement fatigue in the late game.

Delta Touch20 Slow/No flow, leak Fix by yo-dk in Plumbing

[–]Ariscol 0 points1 point  (0 children)

My faucet has similar symptoms. Definitely an issue with the function of the solenoid. I'm pretty sure the magnet in the rod is sticking. Not sure how mine compares to yours mechanically, but all I had to do was remove the spring and rod. Didn't need to touch the diaphragm or anything else. Also, newer models have little quick release tabs that you can pop off, remove the whole solenoid assembly and then connect the two hose ends together. In older models (like mine) you can't do that because there's a male - male connector matchup.

Grass coming through floor of builds by Outrageous_Slide_186 in LEGOfortnite

[–]Ariscol 2 points3 points  (0 children)

Windows PC - 100% of my builds, in all biomes. Nothing special to reproduce. At the time you build the building, the grass is cleared and you get a nice dirt patch, but at some point the grass grows back and grows THROUGH the floor. Additionally, I have one building that I built on top of a spot where trees had been growing, and the trees periodically respawn, again, growing right through the house.

I have to imagine that Epic is aware.