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#321 |
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Emperor
Join Date: Nov 2009
Location: Austria
Posts: 1,147
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Yes, very soon, it was just delayed by a busy week. I plan (hope) to get it out this week-end.
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#322 |
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LivE LonG AnD PrOsPeR
Join Date: Dec 2005
Location: israel
Posts: 4,906
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awesome,
i hope maybe you can use revdcm ai autoplay - since that one works on mp, rather then the last version of this mod. anyway, im looking forward for the update, thank you very much.
__________________
Dawn Of the overlords _ Dune wars _Song Of The Moon 2
_Battle for Barsoom-2013 "cry havoc ! and let slip the dogs of war !" |
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#323 |
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Emperor
Join Date: Nov 2009
Location: Austria
Posts: 1,147
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No, there will be no multiplayer AIAutoplay. That would require python and multiplayer knowlegde, or at least a way to test in multiplayer mode; and I unfortunately fulfill none of these requirements.
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#324 |
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LivE LonG AnD PrOsPeR
Join Date: Dec 2005
Location: israel
Posts: 4,906
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i see, oh well, it was worth a try
__________________
Dawn Of the overlords _ Dune wars _Song Of The Moon 2
_Battle for Barsoom-2013 "cry havoc ! and let slip the dogs of war !" |
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#325 |
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Warlord
Join Date: Nov 2005
Posts: 209
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Quick question: When we play BAT + this mod in multiplayer (direct ip or whatever it's called), we always get OOS errors after a few hundred turns. And as soon as they start, we are unable to get rid of them again. We can reload the last autosave and continue one more turn and then we immediately get another OOS error.
The mod folders are identical (copied them from one PC to the other) and the second number of the OOS error (the one about used options) is also identical. Any ideas on how to get rid of this error? It makes multiplayer impossible for us.
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#326 |
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LivE LonG AnD PrOsPeR
Join Date: Dec 2005
Location: israel
Posts: 4,906
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Todd Hawks,
hi, can you tell me if you are chaging something in bug options during the game? and maybe what options are you playing with?
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Dawn Of the overlords _ Dune wars _Song Of The Moon 2
_Battle for Barsoom-2013 "cry havoc ! and let slip the dogs of war !" |
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#327 |
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Deity
Join Date: Mar 2007
Location: Mountain View, California
Posts: 9,625
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Are you talking here about the Pre-Chop and Sentry Actions options that must have the same setting for every player?
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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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#328 | |
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Warlord
Join Date: Nov 2005
Posts: 209
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Quote:
We didn't change any options during the game. Which options are you interested in, specifically? There are too many to list them all, I'm afraid. |
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#329 |
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Deity
Join Date: Mar 2007
Location: Mountain View, California
Posts: 9,625
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In the readme.txt for BUG you'll find the four options that you must have set the same for all players in the game. All other options don't matter. Two are for Pre-Chop, and I think the other two are about Sentry Actions or Governors Build Workers/Boats. if you have all six of those set the same, you're fine.
That means it must be something else going on. Unfortunately, OOS are extremely tough to isolate, and I don't know the Better AI code base at all to know if they do anything that might cause one.
__________________
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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#330 |
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Emperor
Join Date: Nov 2009
Location: Austria
Posts: 1,147
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You could try older versions, everything based on Better AI 0.90 or greater should be able to load your savegames. If you still get the same OOS even with the oldest versions then there's nothing I can do, however of there is a certain release that introduced that I could try to look at it. No promises though, that OOS part is in the exe and I don't have a multiplayer-debugging capable pc, and I am without any useful debugging tools and could only wildly guess.
If the error msg says something about options that would imply that you are not running the game with the same global or player options. Globals never change during the game and player options get synched reliably, even if you did change them. Either I don't understand the error message or something is very very wrong. But I have absolutely no clue what that could be. Last edited by Fuyu; Sep 25, 2010 at 01:01 AM. |
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#331 |
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Warlord
Join Date: Nov 2005
Posts: 209
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Thank you.
The error message is not about options. I just wanted to stress that the options are the same for both of us... just so I don't get the "make sure your options are the same" reply. Sorry if that led to confusion. It's a standard out of sync error where it says that the person with the differing number should reconnect. Which works. But as I mentioned, only for one turn, then the OOS error comes back. Trying older versions doesn't really work since we have to play a few hours for the error to happen. Hmm, maybe switching the version after the error is there? Maybe we'll try that, I'm not very optimistic, though. |
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#332 | ||
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Emperor
Join Date: Nov 2009
Location: Austria
Posts: 1,147
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I might have misunderstood you, but you could have avoided any confusion by just posting a screenshot.
Quote:
Quote:
I'm not optimistic either, since I have no clue what's going on there, and because I'm a pessimist by nature. But that doesn't mean you can't try. |
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#333 |
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Warlord
Join Date: Nov 2005
Posts: 209
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Sorry, I don't have a screenshot or savegame. Actually, I might have a savegame. I didn't specifically keep it but I didn't delete it either. I will take a look. The screenshot wouldn't tell you much, though. I have the blinking OOS message on screen and behind each player there are two numbers. The first is different, the second is identical.
I said in the part you quoted that the second number (that you call "hash number created from game/player options") was identical. You just highlighted the wrong part of my quote. ![]() And if they are identical, the options are not the problem, do I understand that correctly? After a reconnect, the error is indeed gone, but it comes back the next turn. Or maybe inbetween turns, during the AI move. I was not looking for the "guilty" party, OOS errors have existed since the release of Civ IV and it might have nothing to do with the mods at all. I was just hoping someone had experienced this before and had an idea how to fix it. Thanks anyway and keep up the good work improving Civ IV (especially now that Civ V has turned out to be an utter disppointment)! |
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#334 |
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LivE LonG AnD PrOsPeR
Join Date: Dec 2005
Location: israel
Posts: 4,906
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i tend to agree civ5 is not what i had in mind,
i hope people will continue to improve civ4, which is near perfection (kinda)
__________________
Dawn Of the overlords _ Dune wars _Song Of The Moon 2
_Battle for Barsoom-2013 "cry havoc ! and let slip the dogs of war !" |
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#335 |
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Emperor
Join Date: Nov 2009
Location: Austria
Posts: 1,147
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After 2 whole months, finally another update:
Better BUG AI 1.02b @ mediafire Better BTS AI 1.2a r597 BULL 1.3 r219 BUG 4.5 r2245 Apart from a few small fixes and a better Civic AI (which will not have much effect with standard BTS civics but should improve AI decisions for some mods with more complex civics), the biggest additions in this update are once again brought to you by EmperorFool: City Tile Status Pre-Chop: Multiple workers chopping on the same tile will all stop, not just one of them. Hovering over a building shows you when it was constructed. city tile status: worked improved and unworked unimprovable are not marked by default. All options for that feature can be changed in BUG Options, Map tab.. ok, not all of them, colors can only be changed in the XML (BUG_GlobalDefines.xml)
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Better AI + BULL + BUG merged mod "Better BUG AI" 1.02b (2010-09-26)
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#336 |
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LivE LonG AnD PrOsPeR
Join Date: Dec 2005
Location: israel
Posts: 4,906
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yeah!!!! thanks!!!
__________________
Dawn Of the overlords _ Dune wars _Song Of The Moon 2
_Battle for Barsoom-2013 "cry havoc ! and let slip the dogs of war !" |
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#338 |
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Emperor
Join Date: Nov 2009
Location: Austria
Posts: 1,147
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1UPT might be interesting for humans but for the AI it's just horrible, and I assume that's why the AI performs so poorly. I don't even know how to make the AI use the SoD the same way a human does, even though that should be so much easier, so really, don't expect me to go anywhere near Civ5 AI.
Apart from that I don't have Civ5 yet, or even a computer that's strong enough. |
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#339 |
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Warlord
Join Date: Nov 2005
Posts: 221
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Quick question. For some reason when I run this mod, Blue Marble isn't loaded. Any ideas?
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#340 |
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Deity˛
Join Date: Sep 2010
Posts: 235
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#145 "If it's just Blue Marble, setting NoCustomAssets to 0 in Better BUG AI .ini might work... This will break some functionality if you also have an old BUG version (older than 4.4) installed in your CustomAssets!"
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