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#1 |
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Emperor
Join Date: Nov 2009
Location: Austria
Posts: 1,147
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Better BUG AI
This combination of jdog5000's AI improvement mod Better BTS AI and EmperorFool&co.'s interface improvement mod BTS Unaltered Gameplay is the most advanced/refined/bestest mod (afaik ) that does not change game rules (or at least tries to, for the most part) - which is where it differs from the PIG mod.If there are bug fixes or AI improvement components (or even just ideas, as long as they are specific enough) that are not (yet) part of Better BTS AI, which I should consider adding, then please let me know, all suggestions are welcome. As are simple bug reports, though they probably belong to Better BTS AI or BUG subforums directly. I will not touch any python code, ever, so requesting/suggesting python changes here is useless, you'll need to bug the BUG team for that. Last Update: 2010-09-26 (browse SVN) Download: (3.75MB) @ Mediafire (folder with the most up-to-date packages) @ Sourceforge (bullai files section, might not always have the most recent compiles) --- Installation: Run the installer. (Extracting the contents with 7zip works too if you know what you're doing.) * If you want, get the images for Events With Images and extract to Better BUG AI\Assets\Art\EventImages\ . --- -- - Combining this mod with BAT 2.3: 1. Install BAT 2. Copy Better BUG AI's Assets over to BAT, overwrite. 3. Extract the merged files from this zip to BAT, overwrite. - [ thread in BUG Project subforum ] ------------------------------------------------------------- For Blue Marble look here. Components: Better BTS AI 1.02a r597 * AI Logging BULL 1.3 r219 * Fractional Trade Routes * New Sentry Actions * City Governours Build Workers BUG 4.5 r2245 ------------------------------------------------------------- my own changes:
SVN: BULLAI @ scourceforge Spoiler:
2010-09-26 version is revision 117 . Last edited by Fuyu; Sep 26, 2010 at 03:14 AM. |
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#2 |
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Emperor
Join Date: Nov 2009
Location: Austria
Posts: 1,147
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TODO:
fix HappinessWeight for civics change CONQUEST4 conditions UnitAI: ? Are units that can't defend retreating to doomed cities? status explanation: * gray: already became a part of Better AI or BULL * done: it is already in a release * committed: it is in the SVN but not released in a rar yet * written: it's part of the code on my computer but I didn't commit to SVN yet
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Better AI + BULL + BUG merged mod "Better BUG AI" 1.02b (2010-09-26)
Last edited by Fuyu; Jul 24, 2010 at 09:28 PM. Reason: so much to do |
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#3 |
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Catholic Anti-communist
Join Date: Aug 2007
Location: Dallas TX,United States
Posts: 3,219
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Good job.
I have waited a long time for something like this.
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"Moral issues are always terribly complex for someone without principles." - G.K. Chesterton Paradox fan Realism Invictus: the best big Civ 4 mod. For a good light mod, try K-mod. |
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#4 |
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Warlord
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I came to this forum looking for Better AI + Bug then having the hassle of finding and re-learning how to merge them, then this came along! =) thank you.
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Every hammer you save, is a hammer you've earned- Ramesses |
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#5 |
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Emperor
Join Date: Nov 2009
Location: Austria
Posts: 1,147
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New version: 2010-02-19 (Mediafire only for now)
BUG updated to r2156 BarbarianPassiveTechFix from MongooseSDK No diplo hits from trading with someone's Worst Enemy if you haven't met that someone yet by Sephi other SDK changes noone will care about: FloodplainsFix and handling of canFoundCitiesOnWater callback are updated, Global Warning and Nuclear Winter chances now scale by gamespeed, Global Warming Defence (from Forests, Jungle) doesn't help you against Nuclear Winters anymore. (Note that the Global Warming Mod is off in the dlls I compile so there will be no NW unless you compile yourself)
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Better AI + BULL + BUG merged mod "Better BUG AI" 1.02b (2010-09-26)
Last edited by Fuyu; Feb 19, 2010 at 12:50 PM. |
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#6 |
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Emperor
Join Date: Nov 2009
Location: Austria
Posts: 1,147
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Very tiny update:
Yesterday the PerfectWorld2 mapscript was broken. I fixed not only that but also finished figuring out why the starting postition sweetening didn't work the way I wanted and changed it all to my liking. +2 more BUG revisions. This one should be good, no more daily releases for a while, I promise ![]() edit: I broke the mapscript again!
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Better AI + BULL + BUG merged mod "Better BUG AI" 1.02b (2010-09-26)
Last edited by Fuyu; Feb 19, 2010 at 03:37 PM. |
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#8 | |
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Drill IV Defender
![]() Join Date: Jan 2006
Location: Australia
Posts: 9,143
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Quote:
I am hoping there are no issues with AIs now having too few sam infantry? I am not sure if it was a problem before for AIs upgrading infantry to SAM infantry (I think they cost 5 more so it's a cheap upgrade). On the change to preventing "shrinkage", what happens if you hit an AI with espionage mission Poison Water and maybe bomb some health resources? Is the AI going to abandon all factories and power plants etc? Sometimes it may not be the best move to avoid shrinkage at all costs. Another example would be if AI civs have a "golden age" of health, growing cities to very large sizes. Afterwards, you hit them with some health problems (maybe you force them to leave Environmentalism civic), bomb some resources, and then espionage kill their factories etc. and watch them desperately try to keep some large unsustainable cities. Maybe beyond size 20 or so the AI should care less about trying to prevent shrinkage at all costs? Just some thoughts...
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Tip: Forcing Steam's Offline Mode Civ4 Mods: Advanced Combat Odds, PIG Mod(discontinued), HEX Mod(discontinued) Suggestion: Try karadoc's K-Mod: Far Beyond the Sword Read if bored: Zoom-To-Cursor, Good advice from Kaell for DX11 users, Nvidia beats AMD in Civ V |
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#9 |
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Emperor
Join Date: Nov 2009
Location: Austria
Posts: 1,147
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It was a necessary change, I couldn't even think of an AI logic change that would eliminate that problem, let alone code it. So it has to be this -_-
Too few SAM Infantry? Not very likely lol If the AI gets Rocketery before Assembly line it can't upgrade rifles anymore, but it will start building SAM Infantry as defenders, almost exclusively. The AI never upgrades Infantry to SAM I think, it checks if the upgrade actually has a positive effect after all (if multiple positive options are available, it chooses the best*) Unhealth from espionage is ignored for the shrink check, don't worry. If you manage to take away resources then yes, the AI will react to that, even without my new code. That code is only a hack which adresses the stock AI's inability to correctly recognize this kind of negative effect of buildings by disabling active shrinking completely. It is still a hack though, not a real evaluation of pros and contras. However, I have already written new code for correcter handling of unhealth/unhappy building sideeffects, I'm just not sure how well it would work in practice (completely untested). You are right in general, it is theoretically possible that for a city with neither happy cap nor food problems running lots of specialists, that a building that causes shrinking could still be benificial, very good point. That would work already, even without better unhealth evaluation, all you need to do is find my anti-shrink code and replace Code:
int iAllowedShrinkRate = 0; Code:
iAllowedShrinkRate = visiblePopulation()*GC.getFOOD_CONSUMPTION_PER_POPULATION(); Last edited by Fuyu; Feb 19, 2010 at 10:47 PM. |
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#10 |
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Emperor
Join Date: Nov 2009
Location: Austria
Posts: 1,147
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revision 36: the AI will no longer avoid shrinking at all costs at all times: Angry Citicens, weak specialists and population working bad tiles are expendable.
So few lines, yet it took me so long
Last edited by Fuyu; Feb 19, 2010 at 11:50 PM. |
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#11 |
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Deity
Join Date: Dec 2001
Location: Grand Rapids, MI
Posts: 2,451
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If I have BAT installed (to 2.1.1a), can I merge Better BUG AI into it (because I don't know which files should be overwritten and which should not!)?
Thanks! |
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#12 |
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Emperor
Join Date: Nov 2009
Location: Austria
Posts: 1,147
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I don't think Better BUG AI overwrites anything the BAT Mod needs with something that isn't at least equivalent.
I can give no 100% guarantees but simply taking everything from my mod and overwriting everything there in the process worked at least for me, as far as I can tell. I do have BAT in a Mod folder though, so overwriting was a matter of one single drag&drop and click. Not sure if CustomAssets installs needs some special treatments, like finding out where to put the gamesetupcheck folder but I'm sure the BUG team could help you with that. |
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#13 |
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Deity
Join Date: Dec 2001
Location: Grand Rapids, MI
Posts: 2,451
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Thank you, Fuyu.
BAT automatically writes to the My Games folder instead of the Program Files\Firaxis folder. That's easy enough for me, but the thing that confuses me is their install program also created a seperate BUG Mod folder which has the Info UserSettings and GameSetUp Check folders. For your mod, it's all in the same folder. Wierd. ![]() I'll have to go bug the BUG team.
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#14 |
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Emperor
Join Date: Nov 2009
Location: Austria
Posts: 1,147
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Actually no you don't. If you already have a UserSettings folder and a GameSetUp Check folder, all you need to do is copy my Better BUG AI's Assets over your Mod's Assets folder in MyGames and overwrite. I didn't know it was that simple
Last edited by Fuyu; Feb 22, 2010 at 02:49 PM. |
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#15 |
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Deity
Join Date: Dec 2001
Location: Grand Rapids, MI
Posts: 2,451
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Hi Fuyu,
Thanks for your response. When I tried what you suggested, the same thing happens that happened when I tried to merge the mods on my own: The row of icons at the bottom of the main map screen (Switch View Mode, etc.) disappear, and in diplomacy with another civ, all the text (to choose how you wish to respond) is missing! ![]() Do you know what could be causing this? Thanks, CK |
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#16 |
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Emperor
Join Date: Nov 2009
Location: Austria
Posts: 1,147
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If it doesn't work as expected, I'll have to look at it myself one day.
For now all I can do is recommend not to use BAT with this mod. Damn I was so sure this worked. |
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#17 |
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Deity
Join Date: Dec 2001
Location: Grand Rapids, MI
Posts: 2,451
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Thank you, Fuyu. I really appreciate you trying to help.
Last edited by Colonel Kraken; Feb 23, 2010 at 07:35 PM. |
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#18 |
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Chieftain
Join Date: Aug 2009
Posts: 3
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This modpack is great, I'm very happy with it. However, after installing the latest version, all of my diplomacy text is missing. That is, the "flavor" text which displays when you meet/talk to another leader, as well as all the menu options for interaction with the leader, to open trading, declare war, etc. The area beneath the leaderhead is just blank.
I haven't had this problem with earlier versions of this mod, although I haven't updated with each and every release, so it's not definite that the bug was introduced in the very latest version. It was sometime recently though. Is anyone else seeing this behavior? Any idea what could be causing it? |
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#19 |
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Emperor
Join Date: Nov 2009
Location: Austria
Posts: 1,147
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Yes, I do. BUG python stuff changed, some python files are now gone. So if you just overwrite, some old python files will remain - and break Diplomacy. See this post by EmperorFool for more info
You need to delete either your whole assets folder or at least the python part, and replace it with the updated one.
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Better AI + BULL + BUG merged mod "Better BUG AI" 1.02b (2010-09-26)
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#20 |
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Chieftain
Join Date: Aug 2009
Posts: 3
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I see. Thanks for the quick reply!
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