Skyre Noktis
Warlord
- Joined
- Apr 28, 2009
- Messages
- 271
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Fall from Heaven 2 Better AI v0.3.1 (for BTS v3.17/FfH2 v0.41a)
Fall from Heaven 2 Better AI v0.3.1 (for BTS v3.19/FfH2 v0.41b) - Coming soon!
Installation
1. Create a copy of your Fall from Heaven 2 folder.
2. Overwrite the following files and folders with files from the ZIP archive:
- Assets/python (folder)
- Assets/XML (folder)
- Assets/CvGameCoreDLL.dll (file)
3. Load up the mod from within BTS or using a shortcut
Change Log
v0.3.1 (21st June 2009)
- Bug Fix: Barbarian AI will no longer declare nationality on its animal units (caused animals to appear to be at peace with Barbarian trait leaders)
- Barbarian trait explorers will seek out graveyards (they can still be robbed when at peace with barbs)
v0.3 (19th June 2009)
- Merged many of Turinturambar's AI changes for better tech, building and civic (Aristocracy!) handling
- Refined AI religious behaviour - AI players with high religion weights but favour later religions will no longer rush Runes/FoL
- AI civs will beeline Sailing if they run out of space to expand on their current landmass (common on tiny island maps)
- AI will do its best to avoid Minister Koun splits (they only harm it)
- Revised algorithm for determining city specialisation (i.e. commerce/production)
- Workers will build over old improvements to connect bonus tiles (though at a lower priority than 'bare' tiles)
- AI civs don't attempt to pick new techs while research is disabled due to Stasis (this could previously lead to some strange decisions)
- Improved worker/work boat build order logic for seafood starts
- Merged Xienwolf's Fall Further fix, allowing Hidden Nationality units to group
- Trade weight modifiers from mana bonuses removed - they're no longer considered ridiculously valuable by the AI
- AI units will attempt to seek out any dropped equipment within their immediate vicinity
- Barbarian AI: Barbarians can no longer trigger Seven Pines and make peace with everyone
- Calabim AI: Vampires will feast on unhappy citizens
- Illian AI: Temples of the Hand now better prioritised in city build queues (considered as food-producing buildings)
- Infernal AI: Hyborem will no longer adopt Agrarianism
- Khazad AI: Reworked economic AI and tech priorities
- Khazad AI: AI no longer spends all its vault money when running civics that allow rush-buying
- Kuriotate AI: Improvements no longer built for settlements on non-bonus tiles (saves on worker time + time spent producing workers in core cities)
- Lanun AI: AI builds Pirate Coves in its coastal cities
- Luchuirp AI: AI protects Mud Golems as it would regular workers, instead of regarding them as combat units (which resulted in a lot of deaths to barbarians, etc.)
- Luchuirp AI: Garrim and Beeri now favour melee units (more Sculptor's Studios and Golems)
- Bug Fix: Typos in reqKidnap fixed (no longer throws Python exception when Svartalfar try to kidnap someone)
- Various other minor tweaks and modifications
Older changes:
Fall from Heaven 2 Better AI v0.3.1 (for BTS v3.17/FfH2 v0.41a)
Fall from Heaven 2 Better AI v0.3.1 (for BTS v3.19/FfH2 v0.41b) - Coming soon!
Installation
1. Create a copy of your Fall from Heaven 2 folder.
2. Overwrite the following files and folders with files from the ZIP archive:
- Assets/python (folder)
- Assets/XML (folder)
- Assets/CvGameCoreDLL.dll (file)
3. Load up the mod from within BTS or using a shortcut
Change Log
v0.3.1 (21st June 2009)
- Bug Fix: Barbarian AI will no longer declare nationality on its animal units (caused animals to appear to be at peace with Barbarian trait leaders)
- Barbarian trait explorers will seek out graveyards (they can still be robbed when at peace with barbs)
v0.3 (19th June 2009)
- Merged many of Turinturambar's AI changes for better tech, building and civic (Aristocracy!) handling
- Refined AI religious behaviour - AI players with high religion weights but favour later religions will no longer rush Runes/FoL
- AI civs will beeline Sailing if they run out of space to expand on their current landmass (common on tiny island maps)
- AI will do its best to avoid Minister Koun splits (they only harm it)
- Revised algorithm for determining city specialisation (i.e. commerce/production)
- Workers will build over old improvements to connect bonus tiles (though at a lower priority than 'bare' tiles)
- AI civs don't attempt to pick new techs while research is disabled due to Stasis (this could previously lead to some strange decisions)
- Improved worker/work boat build order logic for seafood starts
- Merged Xienwolf's Fall Further fix, allowing Hidden Nationality units to group
- Trade weight modifiers from mana bonuses removed - they're no longer considered ridiculously valuable by the AI
- AI units will attempt to seek out any dropped equipment within their immediate vicinity
- Barbarian AI: Barbarians can no longer trigger Seven Pines and make peace with everyone
- Calabim AI: Vampires will feast on unhappy citizens
- Illian AI: Temples of the Hand now better prioritised in city build queues (considered as food-producing buildings)
- Infernal AI: Hyborem will no longer adopt Agrarianism
- Khazad AI: Reworked economic AI and tech priorities
- Khazad AI: AI no longer spends all its vault money when running civics that allow rush-buying
- Kuriotate AI: Improvements no longer built for settlements on non-bonus tiles (saves on worker time + time spent producing workers in core cities)
- Lanun AI: AI builds Pirate Coves in its coastal cities
- Luchuirp AI: AI protects Mud Golems as it would regular workers, instead of regarding them as combat units (which resulted in a lot of deaths to barbarians, etc.)
- Luchuirp AI: Garrim and Beeri now favour melee units (more Sculptor's Studios and Golems)
- Bug Fix: Typos in reqKidnap fixed (no longer throws Python exception when Svartalfar try to kidnap someone)
- Various other minor tweaks and modifications
Older changes:
Spoiler :
v0.2.2 (8th June 2009, updated 10th June 2009) - [Requires FfH2 v0.41 or v0.41a]
- AI players will now seek out and explore lairs and other important landmarks
- AI players won't build rituals unless certain preconditions are met (varies for each one)
- Adaptive players pick their trait based on the current game state
- Slightly altered city placement algorithm in early game to ensure AI still settles new cities on maps with less than ideal terrain
- Calabim value Governor's Manor as a production building (not just maintenance/Vampire prereq.)
- Fixed a bug in area power calculations (it was using the base XML value, not the modified value taking into account promotions, etc.)
v0.2.1 (30th May 2009) - [Requires FfH2 v0.41 or v0.41a]
- HIGH PRIORITY: Fixed bug introduced by AI Autoplay mod that stopped certain (quite important) events from firing
- AI makes more sensible use of certain spells and world spells (e.g. Sanctuary, Arcane Lacuna)
- AI workers will build the improvement on a bonus tile before building a road (instead of the other way around, which it did before)
-Inappropriate AI types blocked for disciples and scouts/lightbringers
- Added 'rapid expansion' strategy to encourage AI to expand more in early stages
- Beginnings of a basic city specialisation system (very, very unfinished)
- Infernal war script increases aggression when they first spawn
- Some small tweaks to AI favourite techs
- Priesthood no longer blocked for civs without state religions
- AI won't research the basic tech for an already founded religion unless it likes it better than its current state religion (Empyrean and CoE excepted, as these give the Overcouncil/Undercouncil civics)
- Changed the way unit building prerequisites are chosen to be built (now grouped in with Command Posts, etc.)
- AI places much higher priority on gold-generating buildings when in financial trouble
- Unit groups including settlers respond more intelligently to danger and won't retreat if they are stronger (this could cause AI settlers passing by goblin forts, etc. to get trapped in a loop before and never go anywhere)
- AI no longer takes the spread of disliked religions religions into account when picking a state religion (e.g. Sabathiel with 5 Ashen Veil cities and 1 Order city will have no problem in picking Order)
v0.2.0 (20th May 2009) - [Requires FfH2 v0.41; Will break saved games]:
- Merged with Fall from Heaven v0.41
- Leaders' FavoriteTechs adjusted slightly + their effect on research priorities greatly increased
- AI will now raze barbarian cities that are too far away (instead of burdening its economy with the maintenance)
- Using a fairer calculation to determine values of military buildings (based on unit tiers)
- Adjusted AI weights for various buildings
- Re-adjusted power values for all land units
- Added iPowerBonus and iPowerModifier values for promotions (allows distinguishing between positive/negative promotions, etc.)
- Fixed bug from v1 where AI would not attempt to found religions if it already had a state religion (Oops!)
- AIs that rely on a particular religion for their overall game plan (Elves -> FoL, Khazad -> RoK, Sheaim -> AV, etc.) will now still research it even if they are beaten by another civ
- AI will no longer research Priesthood when it does not have a state religion
- AI places much more emphasis on researching Exploration in the early game
- Re-adjusted unit AI values for all land units
- AI will use the Great Bard from the harpy event to create a great work (before, it was letting its only city go into 15 turns of disorder)
- Infernal AI: Added much greater weight on Manes' 'Add to City' spell
- Infernal AI: Removed food from a number of calculations where it was still being considered (including technology choices and civics)
- Kuriotate AI: AI no longer places settlements right next to its main cities
+ Small changes/tweaks to tech priorities, etc.
v0.1.1 (8th May 2009):
- Merged with Better BTS AI v0.70
- Fixed bug with power graph due to unit power not being saved/loaded
- Reduced AI weight for Freaks
v0.1.0 (5th May 2009):
- Merged with Better BTS AI v0.60
- Numerous tweaks to research priorities (mainly economy-related)
- AI builds more early defenders
- AI values commerce much more (in general)
- Civs pay more attention to religion weights when choosing whether to found/adopt
- Stopped AI from purposely growing cities into unhappiness (pre-slavery!)
- Units no longer consider a single barbarian on a spawn tile to be a danger
- Vastly improved naval AI for settling (use of skeleton crews, etc.)
- AI more likely to raze far away cities
- Corrected a number of calculations relying on a numerical value for the current era (FfH eras are not linear)
- AI will no longer send large (but inadequate) stacks against Acheron
- AI no longer spams forts all over its territory
- Number of Scouts built by AI players greatly reduced
- AI players won't attempt to construct wonders/rituals before they build their second city
- New power algorithm that takes into account promotions and weapons (still needs some refining + more accurate weights in XML file)
- Amurites will trade techs at Pleased
- Illians will build Temples of the Hand
- Khazad understand Dwarven Vault mechanic to some extent (and expand!)
- Kuriotates place cities and settlements sensibly
- Plus various other minor/half-implemented fixes and improvements
- AI players will now seek out and explore lairs and other important landmarks
- AI players won't build rituals unless certain preconditions are met (varies for each one)
- Adaptive players pick their trait based on the current game state
- Slightly altered city placement algorithm in early game to ensure AI still settles new cities on maps with less than ideal terrain
- Calabim value Governor's Manor as a production building (not just maintenance/Vampire prereq.)
- Fixed a bug in area power calculations (it was using the base XML value, not the modified value taking into account promotions, etc.)
v0.2.1 (30th May 2009) - [Requires FfH2 v0.41 or v0.41a]
- HIGH PRIORITY: Fixed bug introduced by AI Autoplay mod that stopped certain (quite important) events from firing
- AI makes more sensible use of certain spells and world spells (e.g. Sanctuary, Arcane Lacuna)
- AI workers will build the improvement on a bonus tile before building a road (instead of the other way around, which it did before)
-Inappropriate AI types blocked for disciples and scouts/lightbringers
- Added 'rapid expansion' strategy to encourage AI to expand more in early stages
- Beginnings of a basic city specialisation system (very, very unfinished)
- Infernal war script increases aggression when they first spawn
- Some small tweaks to AI favourite techs
- Priesthood no longer blocked for civs without state religions
- AI won't research the basic tech for an already founded religion unless it likes it better than its current state religion (Empyrean and CoE excepted, as these give the Overcouncil/Undercouncil civics)
- Changed the way unit building prerequisites are chosen to be built (now grouped in with Command Posts, etc.)
- AI places much higher priority on gold-generating buildings when in financial trouble
- Unit groups including settlers respond more intelligently to danger and won't retreat if they are stronger (this could cause AI settlers passing by goblin forts, etc. to get trapped in a loop before and never go anywhere)
- AI no longer takes the spread of disliked religions religions into account when picking a state religion (e.g. Sabathiel with 5 Ashen Veil cities and 1 Order city will have no problem in picking Order)
v0.2.0 (20th May 2009) - [Requires FfH2 v0.41; Will break saved games]:
- Merged with Fall from Heaven v0.41
- Leaders' FavoriteTechs adjusted slightly + their effect on research priorities greatly increased
- AI will now raze barbarian cities that are too far away (instead of burdening its economy with the maintenance)
- Using a fairer calculation to determine values of military buildings (based on unit tiers)
- Adjusted AI weights for various buildings
- Re-adjusted power values for all land units
- Added iPowerBonus and iPowerModifier values for promotions (allows distinguishing between positive/negative promotions, etc.)
- Fixed bug from v1 where AI would not attempt to found religions if it already had a state religion (Oops!)
- AIs that rely on a particular religion for their overall game plan (Elves -> FoL, Khazad -> RoK, Sheaim -> AV, etc.) will now still research it even if they are beaten by another civ
- AI will no longer research Priesthood when it does not have a state religion
- AI places much more emphasis on researching Exploration in the early game
- Re-adjusted unit AI values for all land units
- AI will use the Great Bard from the harpy event to create a great work (before, it was letting its only city go into 15 turns of disorder)
- Infernal AI: Added much greater weight on Manes' 'Add to City' spell
- Infernal AI: Removed food from a number of calculations where it was still being considered (including technology choices and civics)
- Kuriotate AI: AI no longer places settlements right next to its main cities
+ Small changes/tweaks to tech priorities, etc.
v0.1.1 (8th May 2009):
- Merged with Better BTS AI v0.70
- Fixed bug with power graph due to unit power not being saved/loaded
- Reduced AI weight for Freaks
v0.1.0 (5th May 2009):
- Merged with Better BTS AI v0.60
- Numerous tweaks to research priorities (mainly economy-related)
- AI builds more early defenders
- AI values commerce much more (in general)
- Civs pay more attention to religion weights when choosing whether to found/adopt
- Stopped AI from purposely growing cities into unhappiness (pre-slavery!)
- Units no longer consider a single barbarian on a spawn tile to be a danger
- Vastly improved naval AI for settling (use of skeleton crews, etc.)
- AI more likely to raze far away cities
- Corrected a number of calculations relying on a numerical value for the current era (FfH eras are not linear)
- AI will no longer send large (but inadequate) stacks against Acheron
- AI no longer spams forts all over its territory
- Number of Scouts built by AI players greatly reduced
- AI players won't attempt to construct wonders/rituals before they build their second city
- New power algorithm that takes into account promotions and weapons (still needs some refining + more accurate weights in XML file)
- Amurites will trade techs at Pleased
- Illians will build Temples of the Hand
- Khazad understand Dwarven Vault mechanic to some extent (and expand!)
- Kuriotates place cities and settlements sensibly
- Plus various other minor/half-implemented fixes and improvements