[to_xp]Gekko;8283300 said:btw, games with barbarian world have a between turn time that's a lot longer than without. not sure if that's normal.
probably normal. Barbs will get an improved AI that should also fix this.
[to_xp]Gekko;8283300 said:btw, games with barbarian world have a between turn time that's a lot longer than without. not sure if that's normal.
[to_xp]Gekko;8293198 said:one thing that would be nice imho is if the AI leaders followed more closely their religion flavours. in my current game, I chose Varn Gosam, Arthurus Thorne, Tebryn Ardbandy, Arendel Phedra, Faeryl Viconia and Falamar hoping to see them found the various appropriate religions... Falamar founded FoL, Tebryn founded OO, Varn founded RoK and the dwarves went FoL. pretty odd
One thing you may consider is porting to your mod my python code for AI_chooseTech(), the part for the religion beelines. I do some extensive check to see which religion a leader would most likely want to found. It's not really hardcoded as it is composed of many random numbers (so funny things could still appear).
Now that you mention it, what I did could easily be ported to the DLL...
Anyway, there's already a FavoriteReligion tag used for religion tech choosing (iirc) and (sure) religion conversion. However, it's not used in FFH since it uses the Weights. However, using both can reinforce the effect. I did that in my mod for the leaders I created
[to_xp]Gekko;8280678 said:tried spreading in a city without religion, gives the same damn unrecoverable python exception as the second one I've posted. hopefully this can be fixed soon, cuz it makes the game kind of unplayable... savegames attached for easier bugtracking.
Good idea. Don't forget to check if she's following it too. Might be weird that she gives you +2 because you follow FoL while she's following EmpyreanMaybe with some advanced diplomacy gameoption also giving a diplo bonus for having the favorite religion of a leader as the state religion (So Arendel will like you more if you have FoL as a state Religion)
Start a PLAY NOW game to see if it fixes your problem (gameoption settings get a reset this way).I've got a bug with Wild Mana. When I tick on 'Challenge - Barbarian World' it enables 'Unrestricted Leaders'.
Start a PLAY NOW game to see if it fixes your problem (gameoption settings get a reset this way).
Three questions for you Sephi:
1. Do you mind if I shamelessly steal from your amazing work to add to FfH2?
2. Do you feel like this mod is stable enough to be integrated in (Im msotly interested int he AI improvements)?
3. Are you posting the source code in a place I can check it out?
Here I've been "bah, some mana mod..." for two weeks (and not looked into the thread), when it all seem fantastic! One question though, are the changes to the economic AI so to speak on par with Turinturumbar's in regards to the overall AI performance?
Here I've been "bah, some mana mod..." for two weeks (and not looked into the thread), when it all seem fantastic! One question though, are the changes to the economic AI so to speak on par with Turinturumbar's in regards to the overall AI performance?
It doesn't seem to. Custom and multiplayer games still get Unrestricted Leaders enabled instead of Barbarian World.
It doesn't seem to. Custom and multiplayer games still get Unrestricted Leaders enabled instead of Barbarian World.