I know adjusting anything about AI behavior isn't easy, but while digging around in there if you determine how the AI decides what units to build and can tinker with that any, it would be neat if you could teach them to produce even one Pioneer. I've seen the AI use Pioneers to create new cities in scenarios where they start with them, but they never build them on their own. I doubt the AI has any means to determine if there is free room left on the map to build new cities, so we wouldn't want the computer to build more than one or two.
I'm curious if you can make any changes to the network code? For example when you go to "Internet" option and put in an IP address the game, rather than actually trying to connect to the destination, pulls up a LAN-esque lobby and looks for a game there. It would be nice to bypass that check as some computers (especially with Windows XP and Windows 7 floating around) don't like to pick up each other's broadcast packets, and skipping that step and trying to connect to a game at the destination right away might alleviate that issue (since you can use a direct IP join over the LAN as well).
Long shot but, you guys are the ones digging around in the code and know if it's doable and how difficult it may be... prioritize accordingly! =)
One more thing. I know I can't be the only person here who's swapped The Wizards Throne combat music into Shadow Magic for a little variety sometimes. TWT's combat music doesn't loop in SM for me though. Is that another "feature" of Shadow Magic, and if so, one that this patch may be able to correct? Both TWT's combat tracks are several seconds longer than SM's. Perhaps the looping routine takes a nap after SM's tracks would of ended? Actually, it would be nice to have a custom combat playlist that looped properly just as we have the custom global playlist, but that one is probably way down Wish Alley... haha.
Keep up the great work, seeing some neat changes and fixes here, and some interesting suggestions from other members.
p.s. Another thought. When I save games I can see the # of turns that have elapsed, but when I load them (at least in the multiplayer screen) I cannot. Any way to make that load screen show up too? That way I don't have to find the latest save by opening the saves folder in Windows Explorer and sorting by last modified date. =)
[This message has been edited by Belix (edited 07-12-2011 @ 02:16 PM).]