jdog5000
Revolutionary
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Most important changes from 0.21:
- Resource driven war: AI may now declare war to try to capture resources it doesn't have, added as a new factor to existing start war logic
- Fix of bonus, civic, religion trade bug found by DanF
- Additions and tweaks to city building priorities when preparing/running invasions, should cause the AI to more quickly fill transports for second waves
Better BTS AI v0.3 Changelog
_________
Bugfix
- Fixed bug in player closeness calculations causing the AI to be blind to its actual proximity to other players
- Fixed bug with needed defenders where the AI would choose to defend a recently captured holy city less than a normal city
- Fixed bug causing player ID to be used in place of actual attitude when checking for denials in bonus, civic, and religion trading
- Fixed bug in paradrop code causing AI to avoid paradropping onto terrain bonuses under certain circumstances
War strategy AI
- Modified how closeness is used for determining who to attack, different settings for regular and Aggressive AI
- Created new function CvTeamAI::AI_calculateBonusWarValue so AI will consider declaring war for resources, weighted towards resources AI doesn't have and plots that are more easily captured
- Modified city attack targeting by terrain bonuses to consider how important bonus is to AI
City AI
- AI will now more likely fill empty transports when enagaged in transcontinental war, making reinforcements and second waves on invasions more likely
- When doing invasions, AI will now be more likely to have cities with free air experience fill vacancies on carriers
- When doing invasions, AI will now have cities with high production or free sea experience more often fill needs for aircraft carriers
- When doing invasions, if AI has at least 50% of its possible missile capacity it will no longer always build missiles
Naval AI
- Modified bombard behavior. Priority remains on supporting player's ground troops, if none then consider supporting other troops with common enemy and spreading out stacks to increase reach of blockade.
- Modified and expanded Solver's changes to retreat from city/fort AI to be more specialized for various unit AI types, only move if there's a real threat
Air AI
- Modified and expanded Solver's changes to retreat from city/fort AI to be more specialized for various unit AI types, only move if there's a real threat
Barbarian AI
- Barb ships will now often blockade cities for a few turns before moving on if they have no nearby targets
- Barb ships trapped by ice or around 1-tile islands are now removed so more can spawn
General AI
- Modified city closeness calculations to use population from both cities, not just pop of the other city
- Created functions for determining when cities share the same water area (lake, ocean)
- Partial implementation of a new A* solver for determining closeness, does not yet affect calculations
Debug
- Added AIAutoPlay mod
- Modified debug mode output to show relevant information for these developments
Most important changes from 0.21:
- Resource driven war: AI may now declare war to try to capture resources it doesn't have, added as a new factor to existing start war logic
- Fix of bonus, civic, religion trade bug found by DanF
- Additions and tweaks to city building priorities when preparing/running invasions, should cause the AI to more quickly fill transports for second waves
Better BTS AI v0.3 Changelog
_________
Spoiler :
Bugfix
- Fixed bug in player closeness calculations causing the AI to be blind to its actual proximity to other players
- Fixed bug with needed defenders where the AI would choose to defend a recently captured holy city less than a normal city
- Fixed bug causing player ID to be used in place of actual attitude when checking for denials in bonus, civic, and religion trading
- Fixed bug in paradrop code causing AI to avoid paradropping onto terrain bonuses under certain circumstances
War strategy AI
- Modified how closeness is used for determining who to attack, different settings for regular and Aggressive AI
- Created new function CvTeamAI::AI_calculateBonusWarValue so AI will consider declaring war for resources, weighted towards resources AI doesn't have and plots that are more easily captured
- Modified city attack targeting by terrain bonuses to consider how important bonus is to AI
City AI
- AI will now more likely fill empty transports when enagaged in transcontinental war, making reinforcements and second waves on invasions more likely
- When doing invasions, AI will now be more likely to have cities with free air experience fill vacancies on carriers
- When doing invasions, AI will now have cities with high production or free sea experience more often fill needs for aircraft carriers
- When doing invasions, if AI has at least 50% of its possible missile capacity it will no longer always build missiles
Naval AI
- Modified bombard behavior. Priority remains on supporting player's ground troops, if none then consider supporting other troops with common enemy and spreading out stacks to increase reach of blockade.
- Modified and expanded Solver's changes to retreat from city/fort AI to be more specialized for various unit AI types, only move if there's a real threat
Air AI
- Modified and expanded Solver's changes to retreat from city/fort AI to be more specialized for various unit AI types, only move if there's a real threat
Barbarian AI
- Barb ships will now often blockade cities for a few turns before moving on if they have no nearby targets
- Barb ships trapped by ice or around 1-tile islands are now removed so more can spawn
General AI
- Modified city closeness calculations to use population from both cities, not just pop of the other city
- Created functions for determining when cities share the same water area (lake, ocean)
- Partial implementation of a new A* solver for determining closeness, does not yet affect calculations
Debug
- Added AIAutoPlay mod
- Modified debug mode output to show relevant information for these developments