[MOD] More Naval AI

I tried to test this mod out a while ago but ran into some problems. Just to be clear, what are the requirements here? Just patch up to N, install and set sail?

Yep. That's it. Now that I have it set up as a patch installer, it should be mostly automatic. Let me know if you run into problems again.
 
Source files for the 0.9 DLL have been uploaded. They can be found as an attachment at the end of the first post in this thread.

As part of my experiment in seeing if the DLL production function could handle production choice, I ran into a number of issues stemming from new FFH2 functionality. Mainly, the AI didn't seem to recognize the importance of Mages and Priests. I made a couple of new, simple functions to hopefully help with this in future tweaks.

In CvUnit I created the following functions.

isChanneler() - returns true if the unit has any of the Channeling promotions
isDivine() - returns true if the unit has the Divine promotion
getChannelingLevel() - returns an int from 0-3

In CvCity, I also added a new function, getAltarLevel(), that will return the level of the Altar of the Lunnotar in the current city. Returns an int from 0-6
 
Updated to version 0.91.

Made a few updates and tweaks and the AI seemed to take a noticeable step forward so I decided to release a new version.

Installer download - http://forums.civfanatics.com/downloads.php?do=file&id=14499

Latest DLL source code is attached to the first post.

Version 0.91



 
I'm afraid everyone's too busy playing wild mana, orbis or rife... myself I haven't had time to play ffh at all lately... my advice is still to join the wild mana team :D ;)
 
Anyone tried playing this mod? I would love to hear some feedback! Maybe if I moved it out of beta status...

I've played to about 150 turns at normal speed, but I'm not far enough to see whether the AI is significantly better than normal FfH. I've seen lots of barbarian Lightbringers, which is a little strange.
 
One other curious thing: the AC is going up a lot faster than I'm used to. At turn 170, it's up to 14%. No one has AV, so my only guess is that the AIs are razing lots of barb cities (or the barbs are razing lots of AI cities).
 
One other curious thing: the AC is going up a lot faster than I'm used to. At turn 170, it's up to 14%. No one has AV, so my only guess is that the AIs are razing lots of barb cities (or the barbs are razing lots of AI cities).

The AI is much more prone to razing cities in this version. I can tone it down if it seems too excessive.
 
Updated to version 0.95.

This patch includes updates from Better AI 1.01f, which also includes the Unofficial Patch 1.6 fixes. Along with this are numerous tweaks of mine to city production AI.

The main focus of this update was the inclusion of the Victory System from Better AI. This works alongside the Altar and Tower of Mastery functions that were set up by Sephi, but in future updates, I hope to merge everything into one system.

Best AI victory I've seen happened just a couple of nights ago when both the Amurites and the Khazad were building the Final Altar of the Lunnotar (the Khazad won)!

Installer download - http://forums.civfanatics.com/downloads.php?do=file&id=14499


Version 0.95



  • More Tweaks to city production AI
  • Updates from latest version of Better AI (1.01f)
  • First inclusion of jdog's Victory System from Better AI
 
I really like what your doing!
Never played with it, but it sounds great!
How hard would it be to, say, merge it into RifE?
 
Quite difficult, seeing as we have none of the code merged from WM into FfH.

Some of it could probably be done with minimal effort. All of the Naval movement code for example (which includes some cool things such as escorting transport ships and picking up stranded land units). Though it would make more sense to merge that stuff directly from Better AI.
 
Some of it could probably be done with minimal effort. All of the Naval movement code for example (which includes some cool things such as escorting transport ships and picking up stranded land units). Though it would make more sense to merge that stuff directly from Better AI.

Or to allow Snarko to write it for RifE. ;)

Just waiting for our unit revisions first.
 
I'm very excited about this ModMod! I love naval exploration and warfare. As soon as I finish my ongoing game, I'll install your patch and try it. Can't wait! :)

EDIT: Just installed... and I have two questions:

1. How can I tell it is installed and running?
2. Does it only work with vanilla FFH2, or does it also work if I play Wild Mana or another modmod? I do hope it is the latter, because I only play FFH modmods that include the BUG mode...

META-EDIT: I just found it doesn't... Too bad, because I've been waiting for something like what you created for years. But playing FFH2 (without the BUG interface enhancements) is way too much of a chore (especially when, like me, you do binary science). I'll have to wait until your patch is incorporated in Wild Mana... Thanks anyway for your efforts!
 
1. How can I tell it is installed and running?

If you mouseover the flag in the upper left corner, it should show you what version you're running.

2. Does it only work with vanilla FFH2, or does it also work if I play Wild Mana or another modmod? I do hope it is the latter, because I only play FFH modmods that include the BUG mode...

Yes, this is just a mod of regular FFH. Unfortunately, to make it compatible with Rife or Wild Mana, I would have to basically redo all the work I've already done. Though from what I understand, both of those mods are doing some major AI work of their own that will hopefully include improvements to the AI navies.


And since I'm here, I'll go ahead and mention that I hope to release version 1.0 of this mod this weekend. I'll provide more details when I do so.
 
Version 1.0 has been released. Link and source code available in the first post.

Version 1.0

(not compatible with previous save games)
  • Tech choices now handled in the DLL
  • Religious, Altar and Tower victories incorporated into the Better AI Victory Strategy system
  • More tweaks to City Production AI
  • Stooges now take an active part in wars and conquest
  • Hyborem's Whisper updates from Denev's mod (better selection of cities; AI can use the spell properly)

Still a lot of work I want to do, and some hack code that I hope to eventually remove once I figure out a proper way to do things, but with the installation of the base system for including other victory options into the Victory Strategy system, and the moving of AI tech choices to the DLL, I felt it was time to take this mod out of beta status.

As usual, any and all feedback is encouraged. Testing changes to player AI is a tedious and never-ending task!
 
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