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Old Jul 05, 2010, 01:33 PM   #241
keldath
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wow thats a bad one!

looking forward for a fix!

godd work!
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Old Jul 06, 2010, 08:29 AM   #242
Psyringe
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Possible AI problem: Moving workers and/or ships into doomed cities unnecessarily

I had two situations now where the AI moved workers or empty ships into cities that were clearly doomed. Example: The AI has two cities left on the mainland. I'm attacking the AI capital. After the attack, the capital is defended by one heavily wounded Longbowman, whereas I have several strong attackers ready for the next turn. So the city is clearly doomed. Nevertheless the AI, in its turn, moves several workers from somewhere near the second AI city into the doomed capital, where I capture them in the next turn.

I can provide a proper report with a savegame if desired - if so, please shout.
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Old Jul 08, 2010, 12:20 PM   #243
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Maybe jdog knows what this is, maybe not .. You can post a savegame to Report Questionable Behavior, maybe that helps.
Moving non-combat units to a more dangerous place on purpose sounds like a real bug, so I'll try to look at the save too but can't promise anything.
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Old Jul 08, 2010, 12:33 PM   #244
keldath
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Fuyu,
hi!

have you got a fix yet for the crucial bug you mentioned?
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Old Jul 08, 2010, 12:50 PM   #245
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I linked to the post that includes the fix, which is simply restoring the original code and removing the "Efficiency" code from Lead from Behind.
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Old Jul 09, 2010, 12:06 PM   #246
Admiral Armada
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Is the SDK source posted anywhere? I would like to use it in my LoR merge.
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Old Jul 09, 2010, 01:28 PM   #247
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Yes it is, you obviously didn't check the bottom of the first post:
Quote:
Originally Posted by Fuyu View Post
SVN:
BULLAI @ scourceforge
Spoiler:
first Better BUG AI: http://forums.civfanatics.com/showth...14#post8657114

2010-02-13 version was revision 15
2010-02-17 version was revision 23
2010-02-18 version was revision 25
2010-02-19 version was revision 31
2010-02-20 version was revision 35
2010-02-25 version was revision 39
2010-03-05 version was revision 42
2010-03-06 version was revision 44
2010-03-09 version was revision 47
2010-03-26 version was revision 55
2010-03-29 version was revision 62
2010-03-31 version was revision 63
2010-04-11 version was revision 64
2010-04-12 version was revision 65
2010-04-23 version was revision 69
2010-05-03 version was revision 70
2010-05-05 version was revision 71
2010-05-13 version was revision 72
2010-05-16 version was revision 74
2010-05-17 version was revision 80
2010-05-20 version was revision 83
2010-05-26 version was revision 87
2010-06-10 version was revision 96
2010-06-16 version was revision 97
2010-07-01 version was revision 98

2010-07-08 version is revision 99
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Better AI + BULL + BUG merged mod "Better BUG AI" 1.02b (2010-09-26)
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Old Jul 09, 2010, 01:34 PM   #248
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My apologies, i read that as only the Bull SDK
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Old Jul 09, 2010, 01:41 PM   #249
keldath
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i see thanks fuyu for some reason i dint pressed on the link before.

thanks.
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Old Jul 09, 2010, 02:35 PM   #250
Admiral Armada
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Question about the code, in CvCity.
If im reading this right it looks like the same function is called in two different ways,

Code:
int CvCity::getAdditionalHealthByFeature(FeatureTypes eFeature, int iChange) const
{
	int iGood = 0, iBad = 0;
	return getAdditionalHealthByFeature(eFeature, iChange, iGood, iBad);
}

/*
 * Returns the total additional health that adding or removing iChange eFeatures will provide
 * and sets the good and bad levels individually.
 *
 * Doesn't reset iGood or iBad to zero.
 * Positive values for iBad mean an increase in unhealthiness.
 */
int CvCity::getAdditionalHealthByFeature(FeatureTypes eFeature, int iChange, int& iGood, int& iBad) const
{
Is this ok in C++?
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Old Jul 09, 2010, 02:42 PM   #251
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Yes, that's ok.
Quote:
Originally Posted by Fuyu View Post
Ever heard of function overloading?
.

I added an additional "SVN" link to the "Last Update" line, this should be more obvious. For the record, BullAI is just another name for the BULL and Better BTS AI SDK merge which existed long before my Better BUG AI, and since that project was pretty much abandoned I'm using its SVN for my own purposes now.

Last edited by Fuyu; Jul 09, 2010 at 02:45 PM.
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Old Jul 09, 2010, 06:50 PM   #252
Admiral Armada
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I had not heard of that feature. Seems overly confusing.
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Old Jul 09, 2010, 08:08 PM   #253
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What is the CxImage folder for?
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Old Jul 09, 2010, 09:21 PM   #254
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My brother and I (7000km apart) have tried about 5 games now with this mod. Every single game has turned into an OSS error fest sometime during the game.

Has anyone else tried this mod multiplayer? We'll be trying a mod-free game tonight to see what happens.
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Old Jul 09, 2010, 09:35 PM   #255
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I haven't tried the latest version, but I have used earlier versions of this mod in multiplayer. We rarely get OOS early in the game, and get them in the midgame not infrequently but one player just disconnects and returns. I was never able to find a pattern to them or anything that would be helpful in tracking them down. In any case they were never so common that they made it too frustrating to play.
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Old Jul 09, 2010, 10:22 PM   #256
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Quote:
Originally Posted by Admiral Armada View Post
I had not heard of that feature. Seems overly confusing.
The reason I use it there is because modders wanted to know the net health change without being concerned about the good vs. bad contributions. The first function does just that: it returns the net without making you pass in variables to receive the good and bad values.

It's really only confusing if you a) don't understand function overloading and b) don't read the comments.

Quote:
Originally Posted by Admiral Armada View Post
What is the CxImage folder for?
It provides the ability to take and save a JPEG screensnot from the SDK and Python. It's used by BUFFY/BUG's MapFinder feature.

Quote:
Originally Posted by snoochems View Post
My brother and I (7000km apart) have tried about 5 games now with this mod. Every single game has turned into an OSS error fest sometime during the game.
Did you follow the instructions in the README with regard to keeping four user settings the same among all players?
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Old Jul 10, 2010, 03:28 AM   #257
keldath
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hey,
im using bbai bug and the one in revdcm, and got oos as well..
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Last edited by keldath; Jul 10, 2010 at 06:00 AM.
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Old Jul 11, 2010, 03:09 AM   #258
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Multiplayer experience

Friends and I play multiplayer, using direct ip, and we sometimes get OoS, usually when one player builds something BIG.

We usually simply save the game and reload and the OoS usually stays away.

It's only minorly bothersome.
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Old Jul 12, 2010, 06:40 PM   #259
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Woo hoo. Tried my first mod and I do like it. Thanks very much.

I think I should have downloaded it first onto the desktop with the larger screen. There are also many new buttons. I'm still exploring.
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Old Jul 24, 2010, 09:30 PM   #260
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I finally finished adding the few things I wanted to complete before I go off rewriting the civics ai. Took me a week longer than expected but at least now I'm done.

Better BUG AI 1.02a (2010-07-25) @ mediafire
Quote:
rev 100
- Spies will wake up again when stationary bonus is maxed, if sent to sleep on a plot where they can perform missions (Afforess)
- more MongooseFeatureDamageFix
- various small fixes/teaks for the AI
- no more isolated starts on PerfectWorld!
Quote:
rev 101
- AI can now build city defense units even if only warriors are available (using other UnitAIs, ignoring NotUnitAIs)
- Retreat to a doomed city is hopefully less likely now
- Building forts is no longer considered in AI_bestPlotBuild, they can only be built from AI_improveBonus. (That's the way it was initially, and that's the way it should be. I see that now.)
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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 09:33 PM.
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