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  1. J

    1.0.56 AI knights embarking and chasing melee ships

    Playing the Viking scenario and have noticed the French AI embarking their special knight unit a lot. I was suspicious that the AI was trying to line up attacks with its embarked knights on my ships. This save is the smoking gun: Three French knights off the coast of Poitiers on the west coast...
  2. J

    1.0.0.38 Dropping Nuke on certain tiles asks if I mean to declare war on civ I'm at war with already

    In the attached save if you go to drop a nuke on some Greek districts or units, depending on where you select it will ask if you really mean to declare war on Greece even though you're already at war with them. My suspicion is that it's having units in neutral territory in the blast radius that...
  3. J

    1.0.0.38 Barb "discovered city !" showing over city state unit

    A chariot from a militaristic city state shows the red ! that's supposed to be for barb scouts. It has never visit one of my cities either.
  4. J

    1.0.0.38 City strike option doesn't show up in previously captured city

    See attached save, I can't city strike from Kandy as there's no little red circle. I've rebuilt Ancient Walls after capturing the former city state.
  5. J

    Version 1.01 discussion thread

    (You can always get the latest stable release from the download thread or sourceforge. Development versions and updated source code can also be checked out from sourceforge.) This version fixes a few bugs and makes some important tweaks/additions to the big changes introduced in 1.00. War...
  6. J

    Version 1.6 discussion thread

    Another set of fixes for BTS 3.19 ... Civ5 comes out in less than three months, will we find still more issues with Civ4? A big :goodjob: to all the bug hunters who contributed to this release, the Unofficial Patch simply wouldn't be possible without all of you. Version 1.6 changes: -...
  7. J

    Version 1.00 discussion thread

    (You can always get the latest stable release from the download thread or sourceforge. Development versions and updated source code can also be checked out from sourceforge.) [party]Version 1.00[party] This is version 1.00 because it has a compilation of several big new systems that I've been...
  8. J

    Version 1.5 discussion thread

    CFC download Sourceforge repository In 1.4 there were only 5 fixes and we thought maybe we'd fixed most everything. Well, in 1.5 there are 24 fixes! A big thanks to all of you who contributed and reported bugs and other issues, the UP is truly a community effort :) Changes in v 1.5...
  9. J

    New AI playing to win system

    (**Mild spoilers**: This thread describes a new system for having the AI play to win the game and which AI personalities will be more likely to try for certain victory types. Any detailed info I post about specific triggers or strategies the AI uses will be wrapped in spoiler tags) The...
  10. J

    Version 0.84 discussion thread

    (You can always get the latest stable release from the download thread or sourceforge. Development versions and updated source code can also be checked out from sourceforge.) A small update, mostly to fix a crash problem in the previous version. Couple other little things too. New in...
  11. J

    Version 0.83 discussion thread

    (You can always get the latest stable release from the download thread or sourceforge. Development versions and updated source code can also be checked out from sourceforge.) Version 0.83h includes a lot of important bug fixes and tweaks which should compound to have a very positive effect on...
  12. J

    Version 1.4 discussion thread

    Download link The pace of fixes definitely slowed down, only a handful this time. That's definitely good news! Thanks to Afforess, Emperor Fool, denev, and Arian for their bug hunting and fixing :goodjob: Changes in v 1.4: - CvGameTextMgr::setBuildingHelp - Fixed issue in mods with display...
  13. J

    Your first 100 turns playing for an AI

    Here's you mission, should you choose to accept it: Play 100 turns from one of the starts from the first 100 turns AI analysis thread. How you want to go about it is totally up to you. You could play one of the starts in your own way. Or, you could try you hand at playing how the AI did...
  14. J

    AI analysis: The first 100 turns

    A good start sets the foundation for the rest of the game, so let's take a look at how the AI does! I'm looking for comments, questions, and strategies to help the AI get off to a solid start. Settings: Tiny Pangea Normal speed Prince Temperate I kept it small for this test, but...
  15. J

    Version 0.82 discussion thread

    (You can always get the latest stable release from the download thread or sourceforge. Development versions and updated source code can also be checked out from sourceforge.) There's actually quite a bit of new stuff in this release and some have big implications: - War strategy: The AI...
  16. J

    Version 1.3 discussion thread

    Changes in this version:
  17. J

    Version 0.81 Discussion Thread

    (You can always get the latest stable release from the download thread or sourceforge. Development versions and updated source code can also be checked out from sourceforge.) The main focus of this release was on reducing turn times to speed up the mod. Many thanks to stmartin and the other...
  18. J

    Version 0.80 discussion thread

    (You can always get the latest stable release from the download thread or sourceforge. Development versions and updated source code can also be checked out from sourceforge.) This release feels like a big milestone in this project :cool: Between fixes in the UP and this version of BBAI, the...
  19. J

    Variable research percent handicap

    I've been thinking about adding a new optional feature to the game ... it's not really an AI improvement exactly, but it should help keep games competitive and therefore more fun. The single biggest reason I find myself getting bored with a particular game of Civ and ditching it in the middle...
  20. J

    Root of all AI improvment cycling evil?

    Well, after a lot of searching and head scratching, I may have found it ... the (main) root cause for why the AI far too frequently will have a worker on one tile putting a workshop over a cottage, while a worker on an identical adjacent tile puts a cottage over a workshop. This could be huge...
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