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#241 |
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LivE LonG AnD PrOsPeR
Join Date: Dec 2005
Location: israel
Posts: 4,855
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wow thats a bad one!
looking forward for a fix! godd work!
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Dawn Of the overlords _ Dune wars _Song Of The Moon 2
_Battle for Barsoom in progress-2013 "cry havoc ! and let slip the dogs of war !" |
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#242 |
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Scout
Join Date: Dec 2001
Location: Berlin, Germany
Posts: 3,393
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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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#243 |
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Emperor
Join Date: Nov 2009
Location: Austria
Posts: 1,147
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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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#244 |
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LivE LonG AnD PrOsPeR
Join Date: Dec 2005
Location: israel
Posts: 4,855
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Fuyu,
hi! have you got a fix yet for the crucial bug you mentioned?
__________________
Dawn Of the overlords _ Dune wars _Song Of The Moon 2
_Battle for Barsoom in progress-2013 "cry havoc ! and let slip the dogs of war !" |
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#245 |
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Emperor
Join Date: Nov 2009
Location: Austria
Posts: 1,147
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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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#246 |
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The Admiral of Armadas
Join Date: Sep 2004
Location: Terra
Posts: 462
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Is the SDK source posted anywhere? I would like to use it in my LoR merge.
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#247 | |
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Emperor
Join Date: Nov 2009
Location: Austria
Posts: 1,147
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Yes it is, you obviously didn't check the bottom of the first post:
Quote:
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Better AI + BULL + BUG merged mod "Better BUG AI" 1.02b (2010-09-26)
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#248 |
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The Admiral of Armadas
Join Date: Sep 2004
Location: Terra
Posts: 462
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My apologies, i read that as only the Bull SDK
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#249 |
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LivE LonG AnD PrOsPeR
Join Date: Dec 2005
Location: israel
Posts: 4,855
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i see thanks fuyu for some reason i dint pressed on the link before.
thanks.
__________________
Dawn Of the overlords _ Dune wars _Song Of The Moon 2
_Battle for Barsoom in progress-2013 "cry havoc ! and let slip the dogs of war !" |
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#250 |
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The Admiral of Armadas
Join Date: Sep 2004
Location: Terra
Posts: 462
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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
{
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#251 | |
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Emperor
Join Date: Nov 2009
Location: Austria
Posts: 1,147
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Yes, that's ok.
Quote:
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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#252 |
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The Admiral of Armadas
Join Date: Sep 2004
Location: Terra
Posts: 462
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I had not heard of that feature. Seems overly confusing.
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#253 |
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The Admiral of Armadas
Join Date: Sep 2004
Location: Terra
Posts: 462
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What is the CxImage folder for?
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#254 |
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Prince
Join Date: May 2004
Posts: 382
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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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#255 |
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Knight
Join Date: Apr 2008
Location: San Leandro, CA
Posts: 579
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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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#256 |
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Deity
Join Date: Mar 2007
Location: Mountain View, California
Posts: 9,624
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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. ![]() 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. Did you follow the instructions in the README with regard to keeping four user settings the same among all players?
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Monkeys killing monkeys killing monkeys over pieces of the ground. Silly monkeys, give them thumbs they make a club and beat their brother down. BUG Mod - BTS Unaltered Gameplay [ Forum | Download | FAQ | Known Issues | Troubleshooting | Modding Tutorial ] |
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#257 |
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LivE LonG AnD PrOsPeR
Join Date: Dec 2005
Location: israel
Posts: 4,855
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hey,
im using bbai bug and the one in revdcm, and got oos as well..
__________________
Dawn Of the overlords _ Dune wars _Song Of The Moon 2
_Battle for Barsoom in progress-2013 "cry havoc ! and let slip the dogs of war !" Last edited by keldath; Jul 10, 2010 at 06:00 AM. |
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#258 |
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Chieftain
Join Date: Oct 2008
Location: Hong Kong
Posts: 25
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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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#259 |
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Prince
Join Date: Oct 2007
Location: Perth Australia
Posts: 595
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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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#260 | ||
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Emperor
Join Date: Nov 2009
Location: Austria
Posts: 1,147
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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:
Quote:
__________________
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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