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#1 |
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Revolutionary
Join Date: Nov 2003
Location: California
Posts: 2,277
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Version 0.80 discussion thread
(You can always get the latest stable release from the download thread or sourceforge. Development versions and updated source code can also be checked out from sourceforge.)
This release feels like a big milestone in this project Between fixes in the UP and this version of BBAI, the AI's tech research rate is much improved, particularly in the late game. There undoubtedly more which can and will be done, but I think most of you will notice the change ![]() Beyond the economy fixes, here are a few other highlights: - AI now switches to Nationhood when facing a difficult enemy, and uses drafting both for defense and occasionally for an offensive rush - Capitulation was tweaked from both sides, outright conquest is now a bit more common - Began adding victory strategies to the AI (have little effect so far) Next, there are two aspects of research rate I want to talk about more at length. The short version is that research rates have been rebalanced since the AI is now teching faster. The details are in spoiler tags below because they describe the inner workings of somewhat hidden research rate modifiers which exist in Civ4 and have been adjusted in this mod. Spoiler:
Spoiler:
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Mods: Better BTS AI | Unofficial 3.19 Patch | Revolution Mod Pack Components: BarbarianCiv | AIAutoPlay | DynamicCivNames Last edited by jdog5000; Sep 20, 2009 at 07:41 PM. |
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#2 | |
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Deity
Join Date: Apr 2003
Location: the Netherlands
Posts: 4,161
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About research cost. With the improved tile management and improved city management, I would expect the AI to research at about the same speed in the ancient and classical era. But once the benefits of this better management become apparent in the later ages, the AI will start to research faster compared to the vanilla BTS AI. So if the same balance is sought, then I would expect that the later techs need an increase in cost while the starting technologies can remain at a similar cost. I've never viewed the research bonuses due to known technologies as a problem. I guess, the developers experimented with the technology values until the research speed was about right for most players and the AI with the hidden 20% bonus. If the bonus hadn't been there, then the research values would have ended up lower (for vanilla civ4). The bonus is a bit hidden and this makes guessing the right values a bit harder for a modder and makes the game a bit harder to understand for a starting player. So there are some negative consequences to such a game design. Manipulating these values can help set up a better research speed for the improved AI, but I think that a more manual adjustment to middle to late game technologies would work better. Related to this discussion is the scaling of research speeds across map sizes. In my opinion, this balance was not created well. The game just has a flat multiplier for tech cost for larger maps. This causes a very different research experience for larger maps. At the start of the game, you can't really research any faster on a huge map than a standard map since in both situations there's just a capital or a capital plus a few cities. There is a slightly lower city maintenance on larger maps and you can continue to build cities once the normal map size map is filled, but this takes a while to make a research difference. Late in the game, civilisations on a huge map will have a lot more well developed cities resulting in maybe 3 times as much research power than a normal map (for the average civilisation). Because the research multiplier for map sizes is a flat value, this means that research on a huge map will be slower at the start of the game, the same in the middle of the game and lightning fast at the end of the game (for the average civilisation).
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If in other sciences we should arrive at certainty without doubt and truth without error, it behooves us to place the foundations of knowledge in mathematics. Last edited by Roland Johansen; Aug 09, 2009 at 06:59 PM. |
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#3 | |
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King
Join Date: Jun 2007
Posts: 944
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I'm a tsentom1 fan.
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#4 | |
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Moony
Join Date: Dec 2006
Location: Ekaterinburg, Russia
Posts: 4,879
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The only people whom I dislike more then the Communists are the Anti-Communists. - S. Dovlatov I'm not a misogynist, my mother is a woman! - unknown Evil is not something superhuman, it's something less than human. - A. Christie Economic Left/Right: -4.38 Social Libertarian/Authoritarian: -3.74 |
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#5 |
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Chieftain
Join Date: Apr 2006
Location: Ottawa - Canada
Posts: 39
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Nice changes, I like them. I think this will make the mid-late game more balanced and interesting. Good job Jdogg
![]() Any eta on the possible fix for "Root of all AI improvment cycling evil"
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#6 | |
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Just Another Bob
Join Date: Jan 2003
Location: Middle of Nowhere
Posts: 882
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As others have said, this looks to be an epic release for BBAI. Can't wait until Revolutions gets updated and this trickles down into all the big mods. BBAI is definitely keeping the game interesting for a huge amount of the civvers. |
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#7 | |
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Chieftain
Join Date: Apr 2006
Location: Ottawa - Canada
Posts: 39
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#8 | |
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Great Engineer
Join Date: Nov 2005
Location: Denmarkia
Posts: 1,034
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Merged Mod: A combination of Wolfshanze's 1850-1920 mod, Dales Combat mod, Influence Driven War and GIR's Partisan mod, all built on top of the Better AI! Download "The memory of spectacular failure eclipses that of enduring success."
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#10 |
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Warlord
Join Date: May 2002
Location: Spain
Posts: 223
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Only one question: is the fix for the mass upgrade bug included in this version? The file CvMessageData.cpp is not in Better BTS AI sources for v0.80.
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#11 | |
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Warlord
Join Date: Dec 2003
Posts: 129
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Hooyah! |
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#12 | |
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Drill IV Defender
Join Date: Jan 2006
Posts: 4,786
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Still, gameplay changes might make merging more time consuming, but that's a fairly minor niggle. Overall, I think this is a great Better AI release, but then every Better AI release is good in my books!
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Mods: Advanced Combat Odds, PIG Mod (v0.81) Articles: Unit Healing, FORTS in BtS... Everything there is to know, Optimising the Globe Theatre Draft City, First Strikes, Combat Odds and RNG |
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#13 |
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Cheftan
Join Date: Mar 2006
Posts: 1,084
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#14 |
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Chieftain
Join Date: Mar 2007
Location: Norway, Telemark
Posts: 18
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I've tried to merge the BTS 1000ad scenario with the better AI + 48 civs, but when I test it, I always get the defeat message when I enter the game. I have checked a hundred times that I have 48 team and player slots, and that the barbarian cities and units are owned by number 48. To eliminate possible typos, I've done the XML editing twice, really boring I must say.
Could need some help here! Last edited by Cyberviking; Aug 12, 2009 at 07:37 PM. |
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#15 | |
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Prince
Join Date: Aug 2005
Location: Auckland, New Zealand
Posts: 383
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Would 10 increase the cost by 10% all through? If so, that is a really great addition, as marathon games (1500 turns) should be more than long enough for me, except I usually finish the tech tree by 1000-1100 or so, and so want to increase tech costs.
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Some people are like slinkies; not really good for anything, but you can't help laughing when you push them down stairs |
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#16 |
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Warlord
Join Date: May 2007
Posts: 142
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Are there any plans to further reduce some of the handicaps (noble) as the AI get's better?
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#17 | |
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Chieftain
Join Date: Feb 2005
Posts: 20
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Sale 10% off
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#18 |
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Apolyton Sage
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Under CvPlayerAI::AI_getSpaceVictoryStage(), you ask yourself if there is a better way to determine if a spaceship victory is valid. How about checking if the victory requires you to build a project or buildingclass?
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Contraria sunt Complementa. -- Niels Bohr Mods: SMAniaC (SMAC) | Planetfall (Civ4) - now at version 13 |
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#19 | ||
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Revolutionary
Join Date: Nov 2003
Location: California
Posts: 2,277
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Quote:
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I'm thinking of changing this mechanic so tech costs scale by era ... +0% for Ancient, +3% for Classic, +6% for Medieval, ... +15% for modern. Something like that. Yeah, but with the way things are setup that requires a loop over projects as the victory doesn't know what projects it requires ... this isn't bad, but delay turns alone works at least for the default victory types and most of the mod ones I've heard of (religion, mastery, etc).
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Mods: Better BTS AI | Unofficial 3.19 Patch | Revolution Mod Pack Components: BarbarianCiv | AIAutoPlay | DynamicCivNames |
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#20 |
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Deity
Join Date: Apr 2003
Location: the Netherlands
Posts: 4,161
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That sounds interesting. As the AI city management has improved in a few ways, this will probably scale early to late game research speeds the right way. If these values are accessible in the XML-files, then I can also change the tech rate of the huge maps the way I like without changing the tech cost of every single technology.
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If in other sciences we should arrive at certainty without doubt and truth without error, it behooves us to place the foundations of knowledge in mathematics. |
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