Probably never noticed because players dont start with workers as part of base FFH. Also, it looks like this was some fallout from a recent change to prevent chopping production from being sent to settlements. Bug has been fixed and will be included in next release.
1. Looks like a bug. It's...
If you're playing MNAI (or one of the other mods using its DLL), then you can usually load the scenarios by double-clicking on the scenario file to launch the game.
There are some points in which the AI might use the number of bonuses it has to calculate some value. Negative values could cause unexpected results. I don't have any specific examples, just wanted to mention the possibility
No idea. I'm just reporting on the information the DLL is receiving...
changeFreeBonus() - FAssert(getFreeBonus(eIndex) >= 0);
This happens when switching religions and looks to be related to your ReligiousMana section in onPlayerChangeStateReligion. Players are ending up with negative mana values. This may be By Design on your part? If so, it's not gamebreaking...
@MagisterCultuum - Thanks for the alpha and save.
First issue found.
CIV4UnitInfos.xml - UNITCLASS_ARTIST - You have a stray '3' outside of the XML tags in the UnitClassUpgrades section
Also looks like you have hardcoded paths to Magister Modmod in several places. This will break anyone...
@MagisterCultuum - I've seen the bonus related asserts in MNAI before. They dont seem to cause any issues and I'm not entirely sure what is causing them (I'm guessing it's related to buildings that provide bonuses but have not been able to track it down). If you're seeing those in the early...
Bah! Looks like I forgot to update the version number.
I'll re-release tonight sometime to fix the version issue. Probably wont fix whatever is going on with the scenarios.
https://forums.civfanatics.com/resources/more-naval-ai-ffh-mod.14499/
Should be compatible with previous saves.
Download is now a simple zip file. Extract to your preferred FFH directory. (let me know if you prefer the installer).
Also, a debug DLL and the source code are now included as part...
AI
Infernals will no longer create the Glory Everlasting project
AI more interested in buildings that let them train units who are higher tier than any they currently own
some tweaks to AI_foundValue(); AI less interested in water tiles until it can work them; AI gives some value to Canal and...
Glad to hear you're enjoying the mod!
This feature was merged as part of another mod and I haven't really touched it. Embassies have no effect (though they should). Mostly based on Open Borders, Defensive Pacts and War status as far as I can tell with a quick glance. The code for it is here -...
Interesting.
Unable to load your save. Is it from a previous version?
I suspect that has something to do with the map. As long as the city is flagged as Coastal and is adjacent to water, you should be able to build ships.
Scenarios often have weird setups and rules.
That’s definitely an...
Bolded and underlined by me for emphasis.
More Naval AI continues to be updated and has had a more recent release - https://forums.civfanatics.com/forums/more-naval-ai-modmod.476/
I am more than happy to accept Pull Requests from others - https://bitbucket.org/Tholal/more-naval-ai
I also have no problem updating the text, but I don't spend time searching out issues in the 'pedia. Feel free to open issues on the repository when you do find things that need updating.
It's...
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