View Full Version : Snarko's Options mod
snarko Jun 11, 2007, 06:07 AM The 0.23b version is available.
Requires Fall from Heaven 2 0.40h
This modmod makes more options available in the game and improves some of the already existing ones. The included options are:
Barbarians (more than just none/default/raging)
Barbarian cities
Animals
Separating barbarian animals and/or demons/undead into their own civ(s)
Permanent alliance max member (up to 34!)
Decimal experience (for example 12.29 instead of 12)
Scale barbarian heroes. Increases/lowers the strength of the barbarian heroes by difficulty level.
Improved AI diplomacy. The AI will make demands/request for help etc to other AIs, not just the human.
Modify religion spread by alignment. Making the Order more likely to spread to good civs, less likely to neutral/evil, etc.
AI bonus by time. The longer you play the higher the AIs bonuses get.
Better seafaring AI. AI will expand and invade better over the seas.
Set the minimum amount of resources. Either per player or absolute amount.
As this is an early version there may be some bugs around. If you find one please report it in this thread.
snarko Jun 11, 2007, 06:08 AM In the next version:
XML based barbarian civs
To do:
Make it MP compatible.
See schedule in the next post.
Under consideration:
Lots. I have no shortage of ideas.
Changelog:
First version 25-06-2007.
Includes
Barbarians
Barbarian cities
Animals
Permanent alliance max member
Culture defense multiplier
Decimal experience
Animal frenzy
Scale barbarian heroes
AI diplo demands
Set the minimum amount of resources. Either per player or absolute amount.
Profiles system.
0.2 beta 01-08-2008
Updated to work with FfH2 032l
Removed:
Removed the animal frenzy option
Removed the culture defense modifier option.
Added:
Added a barbarian animal civ option
Added a barbarian demon civ option
Added a religion spread by alignment option
Changed:
All options, save booleans and permanent alliances, have been changed into percentages.
Improved the random option (see below)
You can enter a custom value without first selecting custom value. The game will automaticly select an appropriate option.
Changed the AI diplo demands option to a new AI diplo option, with many improvements:
The AI will not make any demands unless their power is more than 4/3 of yours. This is because the AI will never accept such demands. Requests for help (pleased or friendly) are not affected by this rule.
The AI won't make demands if they're at war (not including things like civics/religion/you joining them in war)
The AI is more likely to make demands the more powerful they are compared to you. The same applies to giving you things and the opposite to asking you for help.
The AI will not ask you to join a war if you are already at war
The AI will no longer decide who to ally based on how long they've had defensive pact/shared war. Instead they decide based on the strength of the other civ and their attitude towards it. This scale with the permanent alliance option. If you get "we just don't like you enough" but they do like you try increasing your power (or attitude even more).
0.22 29-10-2008
Bugs:
Fixed a division by zero error if an AIs power was 1 or 0. (CvPlayerAI.cpp)
If barbarian animal civ option is not on then animals will still spawn with HN (CvGame.cpp)
Changed:
MODOPTION_BARBARIANS will no longer increase spawnrate of lairs beyond a setting of 500. (CvPlot.cpp)
With new diplo option on AI prefer giving away/demanding less valuable techs, rather than completly random. (CvPlayerAI.cpp)
Added:
Added AIBonusbytime modoption. (many files)
0.23b 28-11-2008
Changed:
Changed the maximum AIbonusbytime, except for workrate, to 75%. (several files)
Added:
Added MODOPTION_BETTERSEAAI. (several c++ files, CIV4SpellInfos.xml (enabling crew promotions), CIV4UnitInfos.xml (caravels can now use sea settler AI))
0.23b 14-12-2008
Bugs:
Fixed a minor bug where it wouldn't always select "custom value" when you entered a custom value. (CvModOptionsScreenCallbackInterface.py)
Changed:
Improved the MODOPTION_BETTERSEAAI option (several c++ files, CIV4SpellInfos.xml (enabling declare nationality))
0.24 28-12-2008
Updated to work with FfH2 040h
snarko Jun 11, 2007, 06:08 AM Schedule:
14th december
0.23
Finished with better sea AI option.
28th december
0.25
Change the barb civ options to be XML based, with a single bool to turn it on/off.
Alternatively a single XML setting to turn it on/off, so that it's not even loaded if turned off.
1st january
0.32
Add an option to reverse barbarian spawning (more settled --> more barbs)
11th january
0.33
Improve the AI diplo option
--> AI offer something in exchange for war (sometimes)
--> AI more willing to give good deals to humans, but remember them (-1 "you are selfish in your trading", less willing to make bad deals)
18th january
0.34
Improve installer, add uninstaller.
1st february
0.35
???
onedreamer Jun 11, 2007, 07:48 AM What do you think? Should I focus on making dropdowns, or should I use editboxes and only use dropdowns when there is clearly a limited number of options? (Like with permanent alliances: no reason to allow for values above 18)
The last you said. But it would be interesting (within limits of possibility) for editboxes to display the default values, and/or some sort of short explanation or warning when you insert values far off the default.
Very interesting project btw. Thank you for your work.
Grey Fox Jun 11, 2007, 07:55 AM I'd prefer dropdowns and checkboxes. I'd actually prefer sliders over editboxes.
xanaqui42 Jun 11, 2007, 08:18 AM I don't know where you're putting this code, but if it's before the "map checker", it might be nice to put enter-able information for, say, the minimum numbers of some resources (such as mana).
snarko Jun 11, 2007, 08:56 AM I put it onGameStart. I have barely looked at map scripts/generation before so I don't know what "map checker" you're talking about but onGameStart is problably after that.
I like the idea but it might be better made as a different system (even if using the same screen). Perhaps I will do it when I feel that this one is starting to get close to being finished. Or when I want to do something different :)
Sureshot Jun 11, 2007, 01:17 PM the thing you said about alliances, would that allow you to make bigger alliances than 2 civs together?
snarko Jun 11, 2007, 01:30 PM Yes it does. The maximum is whatever you set that option to. But it's not easy to make a huge alliance. The other team's AIs has to like your team enough and not just you personally.
Sureshot Jun 11, 2007, 02:33 PM sounds like fun :)
CXDamian Jun 11, 2007, 05:18 PM Between the two, I think the drop-down boxes would work better for a wider audience; displaying a name with the true value in brackets 'Huts only (0)'.
Those of us that might want to tweak such things to exact numbers would prefer edit boxes, but then again most of this user group can easily edit these values if needed.
Sliders are the best option here(re: your example), but between the two choices I'd focus on drop-downs and use edit boxes when it's a variable that would never need an explanation(i.e. time limit).
vorshlumpf Jun 11, 2007, 06:52 PM I'm not sure exactly what your target audience for this would be, but I would prefer total control: edit boxes. I know how to go to the XML files and change things, but something like this would be so much better. I would use it quite often.
Blakmane Jun 11, 2007, 11:02 PM If you use edit boxes you'll have to put lengthy explanations as to what the values actually do, or otherwise limit your mod only to people who already know how to edit these values. For example, say you have your 'number of barbarians' option. If you simply put it as an edit box, you also have to explain that 25 is normal, 50 is raging, -1 is none at all etc which clutters the screen (as it does in your screenshot).
Better to go with drop-down boxes I think. With a drop down box information can be stored in the values themselves (so as you said the values could be none, goodie huts only, a few, normal etc etc etc). That way there is a lot less confusion. Also I don't think there is really any need for any extreme levels of customisation- who's gonna notice the difference between a value of 36 and 37?
MagisterCultuum Jun 11, 2007, 11:47 PM Is there the ability to display an edit box only after selecting "Custom Value" on a drop down menu? You would then not really need to give such explanations, but would leave the options for fine tuning for those who really care.
onedreamer Jun 12, 2007, 03:08 AM is it possible to have a dropdown menu AND an editbox at the same time but the editbox be the only field that is taken into consideration ?
For example, number of barbarians. I choose the value 25 from the dropdown menu, which most probably has a short explanation aside (sort of 25 [normal]) and this automatically updates the editbox (which contains the default). I am then able to further edit the value to my liking, knowing from the dropdown menu that 25 is normal, -1 is none, etc.
dreiche2 Jun 12, 2007, 04:15 AM I put it onGameStart. I have barely looked at map scripts/generation before so I don't know what "map checker" you're talking about but onGameStart is problably after that.
I like the idea but it might be better made as a different system (even if using the same screen). Perhaps I will do it when I feel that this one is starting to get close to being finished. Or when I want to do something different :)
Just for your information, the map checking (e.g. placing additional mana) is done from within onGameStart... if I remember correctly.
mervvyn Jun 12, 2007, 05:32 AM Is there the ability to display an edit box only after selecting "Custom Value" on a drop down menu? You would then not really need to give such explanations, but would leave the options for fine tuning for those who really care.
I second this - it's the best of both options. However, if I had to choose, a drop down list with annotations is going to be easier to use than just an editable box, simply because it'll be able to have some kind of indication of what normal will be. If you could provide that kind of info (eg a mouseover pane or somesuch) for an edit box, then that would be preferable. I don't know how much of that is code-able though.
snarko Jun 12, 2007, 05:58 AM If you use edit boxes you'll have to put lengthy explanations as to what the values actually do, or otherwise limit your mod only to people who already know how to edit these values. For example, say you have your 'number of barbarians' option. If you simply put it as an edit box, you also have to explain that 25 is normal, 50 is raging, -1 is none at all etc which clutters the screen (as it does in your screenshot).
That explanation you see is the tooltip for that editbox. It won't show up unless you hold your mouse over the editbox.
I have been considering adding a button for advanced/simple mode. Simple mode would be dropdowns and advanced editboxes. But perhaps advanced should be both dropdowns and editboxes. Then simple is less cluttered, dropdowns only and advanced allows you to select your own values, without removing the option to use dropdowns. It'll take a fairly large rewrite of the screen but I think it's possible.
snarko Jun 13, 2007, 01:06 PM I couldn't figure out how to do what I wanted. So I went with what MagisterCultuum said except the editboxes are always there. As far as I know the current way of doing things doesn't allow me to hide them, only disable them.
I tried to use CyGInterfaceScreen instead of CyGTabCtrl but I could not figure out how to make an editbox that can be selected. Using addEditBox did nothing as far as I can see. addEditBoxGFC did add an editbox, but clicking on it did nothing. No notify sent to handleInput that I did so - not even a notify when moving my mouse over it. I could enter values, but only by right clicking and selecting paste.
Does this sound like a good solution? Or do you have a better one?
As you can see there is no editbox for the permanent alliances option. This is intentional. Only some dropdowns will have editboxes.
Screenshot:
Grey Fox Jun 13, 2007, 01:10 PM Looks like a good way to do it
kenken244 Jun 13, 2007, 04:08 PM id like a slider to adjust the number of mana nodes in the game
Sureshot Jun 13, 2007, 04:11 PM As you can see there is no editbox for the permanent alliances option. This is intentional. Only some dropdowns will have editboxes.
the PA's can go up to 18 though?
snarko Jun 13, 2007, 04:22 PM Yes. Every value between 2 and 18 plus "OFF" and "Random" are the choices for PAs.
Sureshot Jun 13, 2007, 04:24 PM Yes. Every value between 2 and 18 plus "OFF" and "Random" are the choices for PAs.
sweet, sorry for asking again, just keep being surprised that it can be done lol
can't wait to go around making huge alliances, will be a fun challenge.
and once i remove the team gp threshold increase teaming up will be fun heh.
snarko Jun 13, 2007, 04:39 PM Not only is it possible, it's a one line change. (http://forums.civfanatics.com/showthread.php?p=5384441#post5384441) But if you want to make huge alliances you'll problably also want to lower PermanentAllianceRefuseAttitudeThreshold for the leaders aswell. Otherwise they will refuse if they aren't friendly with all or almost all civs on your team.
Fetus4188 Jun 14, 2007, 12:16 AM This looks like it will be good. Keep up the work.
I like the drop down in combination with the edit box, it allows you both to see what the relative values mean and still allows full customization. Are there going to be options for resources (strategic, food, luxury, and mana)?
snarko Jun 14, 2007, 09:14 AM ...by popular demand. Just need to add some descriptive text for it.
The checkbox decide if it's per player or an absolute number. Note that this is the minimum number of resources. If you choose 5 gunpowder resources and there are already 5 on the map no new ones will be added.
Nikis-Knight Jun 14, 2007, 04:50 PM This is definately a resource to keep an eye on! :goodjob:
Here's an idea if you end up having lots of options--an ability to save all settings, and then recall them later. Maybe 3-4 differnt profiles a player could load up with 1 button after setting them.
Grey Fox Jun 14, 2007, 05:32 PM Here's an idea if you end up having lots of options--an ability to save all settings, and then recall them later. Maybe 3-4 differnt profiles a player could load up with 1 button after setting them.
In the very least save the previous settings (like the game does for normal settings).
snarko Jun 14, 2007, 07:13 PM The settings are saved when you exit the screen and loaded when you start a new game. I should be able to use that system to make it possible to manually save/load configurations.
But that's for next time. For now, one last update before I go to sleep. I've added two new options:
Decimal XP. Mostly to (very slightly) reduce the effectiveness of XP farming.
Animal frenzy. It makes animals attack ANYONE. Including other animals/barbarians. So far I haven't figured out how to get them to attack barbarians, but they will attack other (barbarian) animals and barbarians will attack them. I don't know how much I will use this option but I like it just because it exist :D
vorshlumpf Jun 14, 2007, 10:47 PM Excellent re-design!
MagisterCultuum Jun 14, 2007, 11:00 PM Sounds great.
I don't suppose you could add a way to change the difficulty level (or even possibly the victory conditions) in the middle of the game, could you? When I play on the higher levels I tend to do terribly at the beginning, but on mid to lower levels it gets pretty boring late in the game. (this is especially the case when end up cheating early on just to get the game moving)
Fetus4188 Jun 14, 2007, 11:03 PM In addition to the "animal frenzy" option could you add something to increase the strength of animals. Say, +X to the base strength of animal type units. In tandem with animal frenzy it could make a sort of super-animal death melee of fun. Or something like that.
MagisterCultuum Jun 15, 2007, 12:24 AM The ability to add base strength to animals (or to dragons, or to AI's units, or to a human player's units) is already there in the global defines, so this should be a minor change. I've played several games recently with added animal strenght, mostly because I planned to dominate with werewolves (remember, they are animals).
snarko Jun 25, 2007, 10:40 AM It's far from finished but the first beta is up.
Kjaaly Jun 25, 2007, 12:13 PM Uh, does your modmod do something about the goodie huts? 'cause the first time I was using it, I'd got 3 techs from huts by turn 9 (Epic speed). Since it was agriculture, mysticism, and exploration, my GP strategy has got a big boost :lol: .
EDIT: And I just got hunting at turn 14. Btw, I'm using Noble.
EDIT 2: Ok, now I'm pretty sure you have messed with it. Animal Husbandry, turn 19.
snarko Jun 25, 2007, 12:20 PM It does not change goody huts. You just got lucky.
Kjaaly Jun 25, 2007, 12:23 PM Hmm, if you say so... It's just that I usually get 1 or 2 techs from huts in a whole game, and in the first one after I've downloaded the modmod, I get 5 by turn 19. I hate wierd coinsiedences...
snarko Jun 25, 2007, 12:34 PM Well it's not entirely true to say it doesn't change huts, but the only way huts are changed is to not allow barbarians if the barbarian modoption is set to less than 1.
I've had 5 techs from huts in one game before. Agriculture, exploration, hunting, tracking and poisions. Darn -50% city strength for assassins, I could've conquered the nearest civ before they had built their third city otherwise... and problably the next civ too.
Quetz Jun 25, 2007, 02:40 PM Any chance of an option to turn Hell off? eg. Just have the infernals be a normal player, like they used to be
CMHistory Jun 25, 2007, 02:54 PM sweet, sorry for asking again, just keep being surprised that it can be done lol
can't wait to go around making huge alliances, will be a fun challenge.
and once i remove the team gp threshold increase teaming up will be fun heh.
Please excuse my ignorance, but what is "the team gp threshhold increase"?
Is that one of the functions/equations that causes civs to turn down your offer of Perm Alliance due to respective power levels? When Them + You = Tougher than Everyone Else.
I still can't figure out a way around that one...could this modmod be altered to tweak that setting, or remove that check entirely so that Permanent Alliances could be formed just based on how well regarded you are by the target Civ?
Grey Fox Jun 25, 2007, 02:59 PM Please excuse my ignorance, but what is "the team gp threshhold increase"?
No its the annoying Increase of the Great People Points threshold. When a team member gets a great person EVERYONE in the teams Threshold increase a bit. Not as much as if you would have gotten one, but a bit.
For example, on quick, you normally get a great person at 67, and when you get one the threshold increase to 167 I think. But if a team member gets a GP before you get to 67, the threshold increases to 100 for you.
Sureshot Jun 25, 2007, 04:17 PM the change is pretty easy, you just add the line:
<Define><DefineName>GREAT_PEOPLE_THRESHOLD_INCREASE_TEAM</DefineName><iDefineIntVal>0</iDefineIntVal>(</Define>
to GlobalDefinesAlt.xml
jwin Jun 26, 2007, 09:22 AM Animal frenzy. It makes animals attack ANYONE. Including other animals/barbarians. So far I haven't figured out how to get them to attack barbarians, but they will attack other (barbarian) animals and barbarians will attack them. I don't know how much I will use this option but I like it just because it exist :D
Won't this result in a bunch of high level elephants running around? (from wolves and lions bouncing off them) I know they can't attack the barbarians and animals themselves, but nothing in the wilderness is going to be able to kill them easily.
snarko Jun 26, 2007, 09:58 AM Won't this result in a bunch of high level elephants running around? (from wolves and lions bouncing off them) I know they can't attack the barbarians and animals themselves, but nothing in the wilderness is going to be able to kill them easily.
That may certainly happend. I haven't actually played with the option on beyond making sure it works.
Something I should mention is that I never fixed the animals can't attack barbarians part. I've decided not to because by the time barbarians show up you'd have a bunch of strong and promoted animals ready to kill them off. Unless playing with few animals chances are most early barbarian units would die before reaching anyone.
Kjaaly Jun 26, 2007, 10:42 AM So far, I really love this mod. Being able to control these things are really nice. I haven't tried Animal Frenzy yet, but it sounds really nice. Just one word of advice for others: 4 Mana per player is much more than it sounds like!
Sureshot Jun 26, 2007, 07:06 PM very fun :)
would this work in multiplayer? seems to me like it wouldnt given when the changes are applied, but ive yet to test.
MagisterCultuum Jun 26, 2007, 10:09 PM Seems good so far. How easy is it to mod this mod? Could we just move the excel file and export to make all the xml changes, or would that cause errors?
p.s.,in my current game (observing through world builder) I have found that elephants are the most common animal, followed by spiders. The lions are also doing fine (perhaps because attacking orc spearmen often wind up guarding their dens), but I don't see a single wolf.
[NWO]_Valis Jun 27, 2007, 12:53 AM I repeat the question:
would this work in multiplayer?
vale Jun 27, 2007, 03:53 AM Any chance to include an option to disable goody huts? That is one thing I really miss when changing over from warlords to FFH II.
snarko Jun 27, 2007, 05:23 AM Seems good so far. How easy is it to mod this mod? Could we just move the excel file and export to make all the xml changes, or would that cause errors?
Changing the XML files will work just fine. The editor works too.
Modding the modoptions is more difficult. You can make some basic changes in CIV4ModOptionInfos.xml but not what the modoptions actually do. That's in the SDK and/or python. You need to modify the SDK if you want add or remove modoptions. Resource options is all in the python files.
I doubt this would work in MP. For some reason MP won't work for me (says it can't create socket or something) so I haven't been able to test it. If someone want to we can try, perhaps I can join games. It would only be for testing though, not playing.
Any chance to include an option to disable goody huts? That is one thing I really miss when changing over from warlords to FFH II.
I'll add it to the list. If I make it it will replace one of the obsolete gameoptions since the modoptions screen comes after the map is already generated.
vorshlumpf Jun 27, 2007, 06:17 PM Making culture defense a multiplier to building defense.
Cool!
Decimal experience (for example 12.29 instead of 12)
Sweet!
Animal frenzy. Makes all barbarians, including animals, attack barbarian animals.
Very cool.
Scale barbarian heroes. Increases/lowers the strength of the barbarian heroes by difficulty level.
Nice!
All of this looks pretty awesome. I can't wait to try it out.
Quetz Jun 28, 2007, 08:29 PM I like this mod a lot, after trying it. Does it work with RoM?
subzerox2 Jun 28, 2007, 09:08 PM This sounds really cool, I think I'll have to stop my break from FfH and try this out.
snarko Jun 29, 2007, 05:40 AM I like this mod a lot, after trying it. Does it work with RoM?
Some files are changed by both this mod and RoM. If you want to use both you'll have to copy the changes one mod makes into the files of the other.
Files used by both:
FFHSpells.py
CvVictoryScreen.py
CvWorldBuilderScreen.py
CvScreensInterface.py
CvScreensEnums.py
CvMainInterface.py
CvEventManager.py
and CustomFunctions.py
marvin7 Jun 29, 2007, 04:52 PM Snarko,
Great idea. The game really needs this. My wishes:
I think AI difficulty (bonuses) should be increased in progressive eras. By midgame I am winning and from there it is a cakewalk. But if I start deity the game is too lopsided upfront. If you could add to your mod the ability to modify this it would be too excellent. Just need a slider that increases the slope of a theoretical line so that in progressive eras we can give the AI greater bonuses so that the game is reasonable in the early stages and gets tougher over time, making the whole game challenging and exciting. I think I am refering to "iAIPerEraModifier". I would like to see the number grow in successive eras instead of being flat. The Deity value is -5, just starting a game with -6 to see...
Also, I would like to see starting options for initial units. I run emperor but give myself a hunter and a worker so can compete with the AI free initial units. The hunter is a blast up front because he eventually gets to capture animals and I use them as early defenders. Everyone should get a hunter (and a worker) in FFH IMO. This would tie nicely into your animal frenzy options, and gives players a chance to take down a spider.
I think everyone should have agriculture as a starting tech plus one free choice.
You could add more "Flavor" ("Starting Unit Flavor Option") by giving a free great person to philosophicals, a general to Aggressives, A disciple unit to spirituals, an adept to arcane, etc. Then could increase animals and barbs which equals much more fun in beginning and really increases ability to level up early units for later use.
Thanks for your efforts.
Maniac Jun 29, 2007, 10:00 PM Some files are changed by both this mod and RoM. If you want to use both you'll have to copy the changes one mod makes into the files of the other.
Files used by both:
FFHSpells.py
CvVictoryScreen.py
CvWorldBuilderScreen.py
CvScreensInterface.py
CvScreensEnums.py
CvMainInterface.py
CvEventManager.py
and CustomFunctions.py
The only files changed by RoM are:
FFHSpells.py
CvEventManager.py
CustomFunctions.py
The rest is a copy of the standard FfH files.
Furthermore SnarkoMod seems to change something about giving experience to units. So those changes would also need to used in some new RoM code.
Btw Snarko, since you know how to work with SDK, a question... do you know how to track down the cause of CtDs caused by the DLL?
Sureshot Jul 02, 2007, 06:51 AM doesnt seem to work in multiplayer, i tried a few times. though i couldnt locate the profile saves and try with both players using the same ones.
Jono Jul 02, 2007, 02:01 PM If you could make it all happen before the game's launched, it'd probably work.
Caradoc Jul 06, 2007, 10:02 PM I must be doing something wrong. This is my first shot at a modmod, so I'd appreciate some help.
I have installed FfH 2.022H which works fine. I have installed Snarko's modmod to the Mods folder (where the FfH mod is). I tried to load Snarko's after having loaded FfH, but I got a lot of XML errors. So I tried to load Snarko's by itself and still got a lot of XML errors. Both times I had use Task Manager to kill the game.
mervvyn Jul 07, 2007, 01:54 AM The most likely reason it's not working is because Civ 4 isn't set up to run mods of mods. You have 2 options to address this: either overwrite the files of the main mod with the mod mod (mod squared?), or create a copy of the FfH2 folder in the main mods directory and overwrite those. You can't run the mod mod by itself as it needs all the files from the main mod to function. Hope that helps.
Klepoth Jul 07, 2007, 10:10 PM firstly, i love all the options. more used it just for mana to learn how to play an adept correctly. :)
secondly. ive never been able to see the "animal resources" since installing fall from heaven. after i installed the options, they all showed up..? any insight on this welcomed surprise....
Sureshot Jul 07, 2007, 11:57 PM any chance you could make a partial mod of this that doesnt give options, but instead has some of the features?
like a mod that allows 18civ alliances, has the cultural defense as multiplier, and AI demands from AI, without any options.
the reason i ask is my test of multiplayer did not go well, but id love to use several of the features in multiplayer, like the ones mentioned.
snarko Jul 09, 2007, 09:58 AM Btw Snarko, since you know how to work with SDK, a question... do you know how to track down the cause of CtDs caused by the DLL?
Logs and/or asserts? Both require changes in the SDK. A debugger might work but I've never used one.
If you could make it all happen before the game's launched, it'd probably work.
I don't know any way to do it inbetween starting civ 4 and starting a game, so it would have to be before civ 4 is even started. Which is an option if I can't figure out a better way.
I haven't worked on this mod for a while because windows crashed. Had to do a full reinstall. I'm going to reformat the harddrive while I'm at it, after backing up a few files (like this mod ;)). It might take a few days to get everything back the way I like it.
MagisterCultuum Jul 09, 2007, 01:18 PM Could you add an option to modify the AI requirements for permanent alliances? Having a high limit on the number you can have isn't very effective if no one will agree.
Caradoc Jul 09, 2007, 02:57 PM Once I got the installation right, everything worked fine. For the animals, I would like a setting that yields a more balanced mix. With lairs and pack spawning, there are way too many wolves. Yet there may only be a handful gorillas/tigers/panthers in the whole world. Spiders and Elephants are cool, but should be more scarce than the others.
CMHistory Jul 09, 2007, 02:59 PM Could you add an option to modify the AI requirements for permanent alliances? Having a high limit on the number you can have isn't very effective if no one will agree.
Amen to that! It's one of my most frequent complaints in an otherwise stellar mod.....anything you can do to modify/open up/remove power limits to Perm Alliances would be sweet....for everyone. I'd love to hit a game where the whole world allied against me over time and I had to take on the lot by the end of the game....:)
Marksman77 Jul 18, 2007, 09:16 AM Just downloaded the mod, I really like the additional tweaks it gives to the game. 'AI demand from AI' and 'animal frenzy' are my favourites, making the game so much more realistic.
BTW the mod seems to work ok with .23, I'm not sure if anyone mentioned it yet.
snarko Aug 01, 2008, 11:07 AM Changes since the last version:
Updated to work with FfH2 032l
Removed:
Removed the animal frenzy option
Removed the culture defense modifier option.
Added:
Added a barbarian animal civ option
Added a barbarian demon civ option
Added a religion spread by alignment option
Changed:
All options, save booleans and permanent alliances, have been changed into percentages.
Improved the random option (see below)
You can enter a custom value without first selecting custom value. The game will automaticly select an appropriate option.
Changed the AI diplo demands option to a new AI diplo option, with many improvements:
The AI will not make any demands unless their power is more than 4/3 of yours. This is because the AI will never accept such demands. Requests for help (pleased or friendly) are not affected by this rule.
The AI won't make demands if they're at war (not including things like civics/religion/you joining them in war)
The AI is more likely to make demands the more powerful they are compared to you. The same applies to giving you things and the opposite to asking you for help.
The AI will not ask you to join a war if you are already at war
The AI will no longer decide who to ally based on how long they've had defensive pact/shared war. Instead they decide based on the strength of the other civ and their attitude towards it. This scale with the permanent alliance option. If you get "we just don't like you enough" but they do like you try increasing your power (or attitude even more).
I have reworked how random selection work. Before it would pick a random option of those that existed. Now you can specify what values are acceptable. You can separe values with ; or use - if you want a range. For example 5;10-15 will select a number out of (5,10,11,12,13,14).
The demon civ option includes undead. The Infernals start at peace with this civ if it's in the game or the normal barbarians if it's not. Currently it is possible to bribe the Infernals into declaring war on this civ, I'm not sure if it's a good idea to keep this or not. The only game I tried it they asked for a very low amount (135 gold) to do it.
The new barbarian civs start at peace with the real barbarians. This has no effect for the animals as they are HN.
For the religion spread option it was neccessary to reduce the spread chance for missionaries, so I halved it. This is because the chance to spread into a city with no religions was around 100% and couldn't be increased. When spreading a religion with missionaries you will now see the chance that the religion will spread (even with the option off).
Spread chances using a missionary with the option set to 100 to a city with no religion:
Good Neutral Evil Average
Order 80% 40% 30% 50%
RoK/Emp 55% 55% 40% 50%
FoL 50% 50% 50% 50%
OO/CoE 40% 55% 55% 50%
Veil 30% 40% 80% 50%
That's what it's supposed to be, I realized when making this table that the changes weren't large enough for being the maximum and increased them. I have not tested that the percentages are correct.
Known problems:
Barbatos is a normal barb (I think?) because he's created before you get to select modoptions.
You can get it from the download database (http://forums.civfanatics.com/downloads.php?do=file&id=5971).
Caradoc Aug 01, 2008, 01:03 PM Welcome back! I'm glad to have an old favorite back again. Any idea if it works with any of the other modmods?
snarko Aug 01, 2008, 01:22 PM Not if they modify the SDK and problably not if they modify python. Only one XML file has been modified and it's a schema, so those modmods it should work fine with.
I don't play any modmods (except my own) so I don't know which it will work with and which it won't.
MagisterCultuum Aug 01, 2008, 03:52 PM wow indeed. It has been so long I wasn't expecting to ever see this modmod again. This is a welcome surprise. I'd missed your old modmod, and was also really wanting to introduce some things added in this one (like the seperate barbarian civs). I'm going to have to try this very soon.
I may have to steal this for my modmod. (Or maybe I could convince Xienwolf/Vehem to add it to their modcomp/Fall Further so I have less work to do.) Is it stable enough to merge into other modmods yet? I probably won't have decent internet from tomorrow until the 17th, so if it isn't I should probably wait and use it in my 0.33 version.
snarko Aug 01, 2008, 04:15 PM As far as I know it's stable but I haven't done a lot of testing. Might be better to wait and see if there's any bugs I've missed.
Marksman77 Aug 02, 2008, 03:38 PM That's absolutely amazing! I've been waiting for this mod way since pre-BTS FfH:goodjob::goodjob::goodjob:
westamastaflash Aug 03, 2008, 01:19 PM I tried using the Installer and I get a bunch of python errors on startup...
So I reinstalled FFH2, Patch L, and then the options mod. Still get the python errors :-(
The final one is "Failed to load CvEventInterface" or something similar.
snarko Aug 03, 2008, 01:48 PM Did you keep the "Copy Original FFH2 folder" checkbox checked? The installer is pretty primitive right now, I used [NWO]_Valis' installer with only minimal modification. That checkbox has to be checked unless you manually copy the contents of the FfH2OptionsMod 0.2b directory into the FfH2 directory.
westamastaflash Aug 03, 2008, 02:35 PM Did you keep the "Copy Original FFH2 folder" checkbox checked? The installer is pretty primitive right now, I used [NWO]_Valis' installer with only minimal modification. That checkbox has to be checked unless you manually copy the contents of the FfH2OptionsMod 0.2b directory into the FfH2 directory.
Yes, I left it checked. I'll try pulling the files and doing a manual copy.
Marksman77 Aug 04, 2008, 03:56 AM Actually I also have problems. The options don't appear.
I'll try a manual copy and see if it works.
snarko Aug 04, 2008, 04:16 AM Sorry, I had missed one of the most important files, the options screen!
I've reuploaded a fixed version. I've also made some changes in an attempt to make it MP friendly but I have not been able to test it in MP yet. If anyone has time between 10 am and 1 pm GMT (any day) drop by on IRC and help me test it ;)
Edit: now it has the wrong DLL file... I'll reupload it with the right version and spend some time thinking of a better system so I stop making mistakes like this :p
Marksman77 Aug 04, 2008, 04:54 AM Oh, the famous Options Mod Without Options :D
I'm going to download the latest version as soon as I'm home. I'm really happy to see this mod again :)
Marksman77 Aug 09, 2008, 04:32 PM Sorry for double posting, but I need to bump the thread.
There are txt_... 's in place of proper text items on the Options Screen.
snarko Aug 10, 2008, 03:45 AM Another file I forgot to include :blush:
Uploaded a fixed zip.
I've automated the process of making the installer so that once I remember a file I won't miss it again.
I've also found a problem. Even if you play with demon/animal civs off they will appear to be on in the settings screen. They are off, it's only a display problem.
[to_xp]Gekko Aug 10, 2008, 06:33 PM Permanent alliance max member (up to 34!)
Improved AI diplomacy. The AI will make demands/request for help etc to other AIs, not just the human. For all the changes see the forum thread.
wow. simply wow. these 2 are a must-have imho. are you planning to release a similar mod for bts maybe? cuz this looks too good to be ffh only, it wouldn't be fair :P
snarko Aug 11, 2008, 02:31 AM As I almost only play this mod I'm not interested in making a BtS version. It shouldn't be too hard if anyone is interested, save the demon civ option (when was the last time you saw a demon or undead in BtS? :D)
[to_xp]Gekko Aug 11, 2008, 10:06 AM problem is, I'd do it myself, but I have ZERO python or SDK skills whatsoever. if it's XML changes only though, I think I could do it... is it XML only? Me hopes so :D
and if it is XML only and you can tell me which files you editted, I'd be most grateful ;)
snarko Aug 11, 2008, 04:42 PM It's xml, python and SDK. Very little of it is xml.
westamastaflash Aug 11, 2008, 09:31 PM Getting a bunch of python errors in onUnitBuilt, CyUnit.changeExperience is expecting a different number of arguments than is being passed to it.
westamastaflash Aug 11, 2008, 09:34 PM Fixed it by changing this section and adding False, False, False to the call.
#Snarko mod
if pPlayer.isHuman() == False:
unit.changeExperience(CyGame().getGameTurn() / 15, -1, False, False, False)
if isWorldUnitClass(unit.getUnitClassType()) == False:
if isNationalUnitClass(unit.getUnitClassType()) == False:
for i in range(CyGame().getGameTurn() / (25 * gc.getGameSpeedInfo(CyGame().getGameSpeedType()).g etTrainPercent() / 100)):
newUnit = pPlayer.initUnit(unit.getUnitType(), city.getX(), city.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
newUnit.changeExperience(CyGame().getGameTurn() / 15, -1, False, False, False)
snarko Aug 12, 2008, 06:36 AM That part isn't supposed to be in the mod... I have no idea how it got included :(
arkham4269 Aug 19, 2008, 10:07 AM In a lot of different threads, I've commented on how often diplomacy is the weakest part of Civ, especially when the old 1994 Alpha Centauri seemed to have a better diplomacy engine.
What I'd really like to see, if it's possible, is an option where you at war with one Civ in conjunction with a non-vassal state. You are doing well and your enemy sues for peace. In regular Civ, you cannot demand that your enemy, as a condition for peace also make peace with your ally. You might want peace, especially if your war weariness is bad, but you can't because all peace will do is free up your enemy to concentrate on your ally. I mean why let an enemy Civ destroy a smaller Civ and thus becoming a worst long term threat?
I would think this is especially important when an ally asks you for help, but you can't do it at that time, but you go to war later on you own after you're ready.
Plus, is there any way to tweak the AI diplomacy engine so Civ's with like three cities, no iron or bronze don't act like they've got Genghis Khan's Horde backing them up and demand stuff from you when you have Macemen & Knights? I mean I get really pissed off when these small Civ's demand things and then the graphic slaps me when I refuse! I mean, pissing off larger, more powerful civilizations is historically sort of stupid thing to do. If anything, you'd think the smaller Civ's would at least grovel in the, "What could we do for you to obtain X?"
snarko Aug 20, 2008, 06:23 AM Weak civs won't demand things from powerful ones, that's already added. (They may still ask for help, ask you to convert religion etc.)
Good idea on asking that they end war with other civs too. You can already do that if you're at peace so the code exist. I was not aware you couldn't if you are at war with the civ.
arkham4269 Aug 20, 2008, 11:09 AM Good idea on asking that they end war with other civs too. You can already do that if you're at peace so the code exist. I was not aware you couldn't if you are at war with the civ.
Well that option was one of my favorite things about Alpha Centauri's diplomacy; it allowed for nuances that come up when two Civ's who don't have any sort of alliance or defensive pact are at war with the same person. Right now, after success in war, you can only demand tribute or capitulation and I'd rather have the options of at least saying, "Okay, play nice!"
MagisterCultuum Aug 20, 2008, 02:33 PM You should look into including some of Dom Pedro II's Conqueror's Delight modcomp as options in yours. I'd especially like to see unit trading through diplomacy and the creation of puppet states as options.
This thread should have been moved to the Modmods, Scenarios, and Maps sub-forum a long time ago.
[to_xp]Gekko Aug 20, 2008, 03:19 PM You should look into including some of Dom Pedro II's Conqueror's Delight modcomp as options in yours. I'd especially like to see unit trading through diplomacy and the creation of puppet states as options.
This thread should have been moved to the Modmods, Scenarios, and Maps sub-forum a long time ago.
agreed. it definitely deserves more attention :D
EmptyWolf Oct 17, 2008, 03:09 PM It would be great if Snarko's Options mod, or certain aspects of it could be part of main-FFH as the Marnok lair-mod now is. I find the optional raised permanent alliance limit and improved AI diplomacy as must haves, well they were when I used the last avaliable version with FFH 32i.
One thing I wonder about is that I've noticed you can bribe a civ to declare war on another, yet you can't offer to declare war on civ A in exchange for receiving resource X. It would be great to have that area improved since it's biased completely against the human player and it's illogical how an AI civ can be paid to declare war on your enemy, while you can't offer to declare war on their enemy in exchange for wealth/techs/etc.
Any plans on updating for .34 Snarko?
[to_xp]Gekko Oct 17, 2008, 03:46 PM agreed 100% , this mod is awesome. :)
xilr Oct 18, 2008, 01:05 AM I had never read about this mod before. Some of the stuff here sounds fantastic. It's always bothered me how the AI's all buddy up, and never make demands of each other.
Whats worse is when you ask a "friend" for help with a war, they say "We have too much on our hands right now" but the same civ will ask you for help with THEIR war and you take a penalty for refusing.... Where is my "I have too much on my hands!" answer..??
This mod sounds like a good fix to the annoyances of Civ4 diplomacy.
EmptyWolf Oct 18, 2008, 02:54 AM I had never read about this mod before. Some of the stuff here sounds fantastic. It's always bothered me how the AI's all buddy up, and never make demands of each other.
Whats worse is when you ask a "friend" for help with a war, they say "We have too much on our hands right now" but the same civ will ask you for help with THEIR war and you take a penalty for refusing.... Where is my "I have too much on my hands!" answer..??
This mod sounds like a good fix to the annoyances of Civ4 diplomacy.
I saw a fix for that floating around the FFH forum somewhere although I don't recall where exactly. All it involved was changing a line or two that would prevent the AI from ever asking the human for help if the human is already involved in a war. It was possibly a single boolean changed. An example being: You're at war with the larger half of the world and you're struggling to hold it together, while every few turns two civs keep asking you for help again and again. With that changed, they simply don't ask for war-aid at all if you're in any war. Someone with python experience will probably know what I'm talking about.
This thread still very much needs to be moved to modmods.
sputnik323 Oct 18, 2008, 01:45 PM I haven't seen this thread before... I like the things I have read, and would probably get more attention in the modmods thread.
iceboy103 Oct 18, 2008, 06:18 PM Would it be possible to make this mod an option like the flavour mod?
How can you play two mods at the same time? I copied into FFH folder and that just corrupted my game...
sputnik323 Oct 18, 2008, 06:57 PM @iceboy do you have version .32l? it hasn't been updated to .34 yet.
EmptyWolf Oct 18, 2008, 07:11 PM How can you play two mods at the same time? I copied into FFH folder and that just corrupted my game...
That's because Snarko's options mod hasn't been updated beyond FFH32i (says in the first post), and the latest FFH is 34g and is therefore incompatible.
edit: beaten to it.
iceboy103 Oct 19, 2008, 01:14 AM That's because Snarko's options mod hasn't been updated beyond FFH32i (says in the first post), and the latest FFH is 34g and is therefore incompatible.
edit: beaten to it.
ah! thats it thanks!
snarko Oct 19, 2008, 09:21 AM I'll try to release a new version in the next few days but no promises. I haven't even begun merging it with the latest SDK or tried out my most recent changes.
Given that FfH 2 now have options for modifying difficulty levels during the game and this mod does too (in the next version) there might be some parts that don't merge easily. We'll see.
[to_xp]Gekko Oct 19, 2008, 04:49 PM awesome! I'm really looking forward to the next version. this should be part of FFH imho :goodjob:
snarko Oct 29, 2008, 08:11 AM Updated to 0.34h.
For full changelog see the second post in this thread.
One new option added, AIBonusbytime. On a setting of 100 it will give the AI a bonus of 1% every 10 turns, modified where appropriate by gamespeed, to the following areas:
AIWorkRateModifier
AIGrowthPercent
AITrainPercent
AIWorldTrainPercent
AIConstructPercent
AIWorldConstructPercent
AICreatePercent
AIWorldCreatePercent
AICivicUpkeepPercent
AIUnitCostPercent
AIUnitSupplyPercent
AIUnitUpgradePercent
AIInflationPercent
AIWarWearinessPercent
Because the AI never get a bonus on any difficulty level when producing world unique units/buildings/projects the AI will not with this mod either. Their penalty, if any, will go down.
While I haven't tried it this option should be compatible with FfHs difficulty level options.
I have not tried what happeneds if the AIs bonus reaches 100% so I recommend against using the very high and insane settings for now.
[to_xp]Gekko Oct 29, 2008, 09:13 AM OMG!!! I've been waiting for this for a while. thanx a lot snarko! :)
edit: very minor, but the installer claims that this is for FFH patch G ;)
edit2: and the icon for the shortcut ( it's supposed to be Esus.ico AFAIK ) is missing
edit3: any plan to make alliances "breakable" in the future? alliances are awesome but them being permanent is lame, and vassalization is definitely not the same as an alliance :D see this post http://forums.civfanatics.com/showpost.php?p=7376689&postcount=53 for details.
and thanx once again for this masterpiece. ;)
FoulFoot Oct 29, 2008, 06:01 PM Erm... perhaps I'm missing something obvious, but all I get is a thousand XML errors when trying to load it. I'm running patch H, and the only other mod I have installed is Flavour Mod, but I wouldn't think that would cause a problem.
Foul
FoulFoot Oct 29, 2008, 06:08 PM (deleted post)
snarko Oct 30, 2008, 04:17 AM Did you keep the make copy of fall from heaven 2 checkbox checked? This mod only include the files that have changed so it needs all the other files from FfH copied to the directory before installing.
Both the flavour mod and this one changes the DLL, meaning they are not compatible. I don't know if the flavour mod changes XML or python files but if it does it might not work to install this mod over it. If it only changes the DLL then this one will simply overwrite it (in this mods directory).
FoulFoot Oct 30, 2008, 12:55 PM Yes, I did copy the folder over. Still no dice. Perhaps it is an incompatibility with the FlavourMod, as you said.
Foul
Jean Elcard Oct 30, 2008, 01:51 PM Gekko asked me for a quick merge of FlavourMod and Snarko's Options Mod yesterday and I found the time to make it happen.
Here ist a link to the right post in the FlavourMod thread: Merged CvGameCoreDLL and Installation Instructions (http://forums.civfanatics.com/showpost.php?p=7397960&postcount=108)
FoulFoot Oct 30, 2008, 07:31 PM You, sir, are the bomb!
Foul
snarko Nov 21, 2008, 04:16 AM I intend to release the next version one week from now (friday nov 28th). Might not have time to finish the option I'm working on right now, better seafaring AI, but it should be close enough that it's playable.
Blakmane Nov 21, 2008, 08:45 PM awesome =)
[to_xp]Gekko Nov 23, 2008, 10:03 AM better seafaring AI would be awesome, I'm curious to know how you're going to achieve that :)
skallben Nov 23, 2008, 01:11 PM Some customization options for gamespeed in relation to tech rate would be awesome. This is one variant;http://forums.civfanatics.com/showthread.php?p=6634383#post6634383 but my personal preference would be something less extreme than quick game and Marathon tech...I mean wtf am I supposed to build in my city...
Im thinking something like "Slow Research", effectively drops the research rate one level so that if you pick normal gamespeed you get epic research.
civ_king Nov 23, 2008, 05:35 PM Then what do you get on Marathon? :lol:
skallben Nov 23, 2008, 05:42 PM Then what do you get on Marathon? :lol:
Then you get the guy who lay down and rolled himself across all of India ;)
Alternatively you can just call it "Back to Basics: Stone age Style"
civ_king Nov 23, 2008, 11:43 PM so what the techs get tech cost times 6?
skallben Nov 24, 2008, 03:02 AM In the XML, each level increases with about 150% over in cost except Marathon that is double the Epic costs. I was just thinking to whack (100%) down to quick (was 67%) and go from there. Marathon will need a new value along these lines:
Original Suggestions
Q 66 100
N 100 150
E 150 225
M 300 450
Allthough those are just suggestions. Maybe when not modding the other gamespeed options, other values would be more appropriate. This is just an idea to slow down tech to make (imo) early game more interesting.
snarko Nov 28, 2008, 11:02 AM 0.23b is up.
A few recommendations regarding the new MODOPTION_BETTERSEAAI option, as it's not yet finished:
The AI is terrible at settling islands with hostile forces (animals, barbarians). For this reason I recommend turning animals and barbs down low or even off for now if you play on such a map.
Several AIs are forced to beeline certain techs in FfH 2. If these civs start on a tiny island, only large enough for one city, it will hurt them (except Lanun who are forced to beeline sailing). Try playing on maps where civs can get a few cities.
Every once in a while a civ does terribly. Has to do with not enough food in the starting position. I have added code to reduce this problem but it doesn't always work out.
Finally, while I've seen the AI send invasion forces to other islands it will then go back to producing buildings etc in the "homeland", instead of training and sending reinforcements. That is the next thing I will work on.
*edit*
Uploaded the new source code.
*edit 2*
As usual I screwed something up. Forgot to make something available in python. A fixed version has been uploaded. I will upload sorce code once it let me. (Says I don't have access. Maybe I uploaded too many things in too short time or something.)
*edit 3*
Source code up (again).
Blakmane Nov 29, 2008, 12:21 AM any chance of getting a merge with FF? I love the new AI in this mod, but I play with FF now the latest version has come out. I am presuming the two aren't compatible straight out of the box.
snarko Nov 29, 2008, 03:06 AM Don't count on it any time soon. I've never played FF and while I intend to do so at some point I feel no need to right now.
skallben Nov 29, 2008, 06:40 AM Err, guess the same applies to FiRe?
:rolleyes::rolleyes:
snarko Nov 29, 2008, 08:33 AM The same applies to all modmods. I rather spend my time making more/better options than merging the code with [insert name here] every time a new version of this or that is released.
I can't say I will never merge it with [insert name here], at some point if I find [insert name here] interesting enough I might. But I have no intention to for the foreseeable future.
If I ever get finished with this one (yeah right :rolleyes:) then I might go merge it with different mods. There's about ten options I want to add first and once I'm done with that I'll have though of/found in this forum ten more, so that'll take a year or two... or ten ;)
skallben Nov 29, 2008, 08:37 AM Yeah it's understandable, just thought it was worth to ask. As an ignorant non-modder I have little insight in the amount of work necessary for these things :) Kinda sad it's so hard to merge mods since there are so many different mods with nice aspects I'd like to see together.
snarko Dec 14, 2008, 04:30 PM I've uploaded a new version. Not much has changed other than improving the seafaring AI more.
I'm not entirely happy with the result but it's as good as it'll get for now. For the next step I would like to change much more than just seafaring AI but with the AI being improved for ice I had decided beforehand to limit it to just seafaring for now.
I'm having a debate with myself on how to number releases, particularly in the name of the directory. For that reason it's still called 0.23b just like the last one. Will problably drop the version number from the directory name entirely for the next version as not that much changes between (most) versions.
Erzherzog Dec 21, 2008, 04:10 AM Is it 0.40 compatible, and if not when do you plan to make it? :)
snarko Dec 22, 2008, 12:24 PM It's not 0.40 compatible yet. I will update it once I'm done with my current game (since patch f break saves).
snarko Dec 28, 2008, 09:14 AM New version, 0.24. Only two things has changed:
*It's updated for FfH 040h.
*The installer now install it to a directory without the version in the name. I changed this because so little was changing between versions it doesn't make much sense to make a new directory every time.
Xyan Dec 30, 2008, 11:25 PM And now patch k is up. Kael is fast! :p
snarko Dec 31, 2008, 01:19 PM And since I'm trying to complete all the scenarios on deity I'm not :p
CladInShadows Jan 14, 2009, 09:38 PM Thanks Snarko this modmod is just what I was hopiing for! I can't believe I've never noticed it until now.
As for beating the scenarios on Deity.. are you actually getting anywhere? I can win normal FFH on Diety so I gave myself the same challenge when they all came out but it has been much harder than I'd thought...
snarko Jan 15, 2009, 04:12 AM I've completed about half of them. Only one I've had real problem with is against the wall, so I'm saving it for last.
notque Jan 26, 2009, 09:40 PM Can you release the source so I can steal your improved sea ai? :)
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