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#101 | |
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Deity
Join Date: Jan 2009
Posts: 2,871
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#102 | |
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Prince
Join Date: Dec 2005
Posts: 368
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Quote:
. For what it's worth I have run a testgame with a block on planar gates until AC hits 40 and some forced adept building, so that those get used for city defense and the Tebryn Abrandi AI performed much better. I think it's really the investing 300 hammers for (almost) nothing that's killing them.
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#103 | |
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Warlord
Join Date: Apr 2009
Posts: 271
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Quote:
EDIT: Looks like Sheaim consensus is 'build Planar Gates later'? This is probably the simplest way to improve them, I think. |
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#104 |
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Prince
Join Date: Dec 2005
Posts: 368
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Some feedback on the new version for Skyre:
I like the adaptions you made to my cvgameutils.py changes. I couldn't find anything that looked out of place. It also showed me that I'm just an amateur when it comes to programming . The only thing that seems a bit weird are the functions that you labeled #Minimum requirements for defence. I don't think that researching horseback riding is a good move for the hippus or hunting for the svarts when they get rushed early. Generally bronze working or archery is the way to go for everyone.I noticed that you used my cannotdocivic functions to enable the AI to use aristocracy effectively. But since you modify the dll anyway, it would be more elegant to adjust the civics weighting system. You seem to have put some weird code regarding the temple of the hand into the besttech function. That seems misplaced. I find that the Illians build their temples quite smartly in base ffh anyway, which is not very often. I recently went over your modified spellinterface.py file and noticed some things that could still be improved. 1) The svartalfar world spell should be blocked for the AI. It's hard to find a worthwile use for a human, the AI just wastes its units. 2) The spread council of esus spell should also be allowed when the AI only has the holy city and not only when the state religion is esus. 3) The luchuirp, Grigori and balseraph world spells should have their thresholds increased to 7 cities/ 7 great people/ ~50 population. Right now they tend to blow those spells too early. 4) The give hammer to craftsmen spell should have his AI weight increased. a free engineer specialist is much more useful to the AI than a +1 strength promotion on a random warrior. Alternatively block taking the hammer for units which are not heroes. 5) The Illians would be improved if they cast their worldspell as soon as they are in a state of war instead of just going with a number of cities. 20 turns of beating up someone who can't build reinforcements is nice. 6) The Sheaim should also only use their worldspell when at war. Damaging stuff during peacetime does not help a lot. |
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#105 | ||
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Feels so good...
Join Date: Oct 2006
Location: Pacifica, California
Posts: 1,998
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__________________
Go home and be a family man! |
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#106 | |
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Deity
Join Date: Jan 2009
Posts: 2,871
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Quote:
for a discount on ![]() Skyre, since you have written a very nice function for pirate coves, maybe you want to make Lanun found cities at the coast more often? |
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#107 |
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Prince
Join Date: Dec 2005
Posts: 368
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Hmm agreed if they actually use the hammers for craftsmen earlier is better. But if the AI still keeps using them as +1 attack promotions waiting would make more sense.
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#108 |
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Chieftain
Join Date: Nov 2005
Posts: 19
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I had no older save, so i've been experimenting a bit more. Maybe it was my own fault For the Horde wasn't working properly. I've made some changes in Handicapinfo.xml to make raging barbarians a bit more raging and that might be a cause. And i use huger than huge weird maps. On a test on a large pangea map everything seemed to work correctly. Still, here's a save that crashes after you click the warrior in Braduk, cast the worldspell, greet several leaders and fortify the warrior.
Being at peace with animals seems to be intentional though. If it is, i really don't like it. |
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#109 | |||||||
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Warlord
Join Date: Apr 2009
Posts: 271
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If it can be done in Python, it doesn't really need to be moved to the DLL unless the performance of that function becomes an issue. Plus, you need to be a lot more creative in the DLL, since it's considered bad practice to refer to things like civics by name as it interferes with modding and such.Quote:
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Last edited by Skyre Noktis; Jun 21, 2009 at 12:07 PM. |
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#110 | |
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Warlord
Join Date: Apr 2009
Posts: 271
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Quote:
Your other stuff I couldn't figure out. For the Horde gave me a whole load of units (not just four or so like you were suggesting in your first post), but also gave me a Python exception I couldn't find a cause for. Also, the dump file from the crash didn't obviously point towards anything I've changed and I got some error about missing a "SnighlandsBigRocky" Python module when I moused over land squares while holding the Shift key in debug mode. It looks like you've been doing a lot of your own modifications. Do you still get the same problems (the animal thing aside) if you start a new game without your changes? |
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#111 | |
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Scout
Join Date: Mar 2006
Location: Oregon
Posts: 148
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Quote:
Such a raiding party should follow certain rules such as:
Some good early raiding parties might consist of:
Anyway, just throwing around ideas. Great job on whipping the AI into shape guys. Its been an amazing transformation. One potential bug to report. I get a CtD when I try to play a scenario, though I can still load them directly by opening the scenario's worldbuilder file. |
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#112 | |
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Deity
Join Date: Jan 2009
Posts: 2,871
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Quote:
if (GET_PLAYER(getOwnerINLINE()).getNumCities() == 0) { if (canFound(plot())) { getGroup()->pushMission(MISSION_FOUND); return; } } it takes quite a few hacks to get it to work (for example Khazad cause a CTD if they don't found a city in the first turn, some weird ffh code somewhere...), but the result is sometimes pretty nice (even without modifying the AI_value founding function). in the screenshot the grigori settler startet at the position where the units stack is and moved north to a much bettler position with a lot less forests. |
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#113 | |
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Chieftain
Join Date: Nov 2005
Posts: 19
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Quote:
SnighlandsBigRocky.py is my slightly modified Highlandsmapscript, which probably causes the 'For the Horde' error, so don't bother about it. |
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#114 |
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Warlord
Join Date: Dec 2008
Location: USA
Posts: 250
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It seems to me that the Tower of Necromancy would be a great build for the Sheaim AI. It only requires one shadow node in addition to the starting mana and the entropy mana from the AV shrine (and on completion will give the death mana you might normally have built). It's a big investment, but gives +1 strength to skeletons, pyre zombies, diseased corpses, and spectres.
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#115 |
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Scout
Join Date: Mar 2006
Location: Oregon
Posts: 148
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Just wanted to share a couple pictures of why I love this modmod.
In the game I'm playing right now, noble difficulty, the Lanun started very strong. I've finally mapped out Falamar's territory and though I knew you had implemented the AI's ability to use coves, I was still very impressed to see it in action. ![]() Not only is he guarding some of his pirate ports with ships, but he's using bucaneers to do it! Awesome! ![]() I was convinced that the Lanun would be a run away success and that they would be my only significant competition, but lately Kandros Fir has come on very strong with a large and robust arete, financial, aristograrian kingdom. I'm just not used to seeing this from the AI. ![]() ![]() I'm at turn 206 and am leading the pack, but the AI is doing a pretty good job of keeping up for noble difficulty. Decius suffered from a less robust starting location. Kandros beat him to all the fertile land. Tasunke is snuggled up next to the cultural behemoth of Falamar and has suffered for it. The Elohim are my neighbors and have suffered for it. Amelanchier doesn't seem to be living up to his potential. No wars yet, though I did send a hidden nationality raiding party through Elohim lands. For some reason everyone has avoided researching cartography so I am currently getting a large advantage by being the only one exploiting a vibrant trade route economy. The Lanun could of probably benefited from researching it since they built the great lighthouse early and had made contact with everyone long before anyone else. ![]() Can't wait for more improvements from you guys. I love this stuff! |
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#116 | |
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The Tallest Lilliputian
Join Date: Aug 2006
Location: Heavensent
Posts: 650
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Quote:
__________________
“Let the future tell the truth, and evaluate each one according to his work and accomplishments. The present is theirs; the future, for which I have really worked, is mine.” - A very ironic statement by Nikola Tesla, the real inventor of electricity! "In war, truth must always be accompanied by a bodyguard of lies." -- Winston Churchill |
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#117 |
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Warlord
Join Date: Apr 2009
Posts: 271
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OK, opinion time...
I've been monitoring the bug thread and v0.41b seems to have some quite major problems that need to be ironed out due to the new BTS patch. So, should I be porting the mod to the new version yet or concentrating on some more minor changes for 0.41a, such as the world spell stuff above? It's a question of what people want, really. |
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#118 |
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Feels so good...
Join Date: Oct 2006
Location: Pacifica, California
Posts: 1,998
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I won't give an opinion one way or another, but I'll point out this: Kael's got his hands real full with work. If you decide to wait until he fixes all those bugs before adapting your mod to 3.19, you will probably be waiting a while.
__________________
Go home and be a family man! |
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#119 |
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Chieftain
Join Date: Jan 2004
Posts: 36
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The bugs that people are reporting in the main forums seem so gamebreaking that I think waiting would be the best option. Even though I would love to store my disc away; not being able to switch my traits while adaptive, trigger lentum frigus, or having Kuro settlements cost upkeep (and thats what I read in just 2 mins) will just keep me from patching anything.
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#120 |
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Warlord
Join Date: Apr 2009
Posts: 271
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Yep, that's what I was thinking. I could try to fix some of these bugs myself, but changes in 3.19 don't seem significant enough for it to be worth all the pain. Most of them are from either the unofficial patch or the Better BTS AI mod, both of which are included in my mod, anyway. I just don't want to get left behind when everyone else switches over.
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