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#1 |
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Emperor
Join Date: May 2009
Posts: 1,260
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[MOD] More Naval AI
Version 2.4 of the More Naval AI mod.
The original purpose of this mod was to once again get the AI sailing the high seas. It has since expanded to include numerous AI enhancements and tweaks. This mod includes changes to many python and XML files, as well as a rebuilt DLL. WARNING: Since this is being installed as a 'patch', it will copy over the files in the assets directory. Be sure to make a backup or keep the original FFH2 installer handy. Due to XML changes, this mod is incompatible with any existing save games from FFH 4.1o. To install, simply download and run the installer. Download link (v2.4) Overview of Changes: The User Interface has gotten a major upgrade via the inclusion of the B.U.G. mod (BTS Unaltered Gameplay). Hit CRTL-SHIFT-O to bring up the options menu (or use the little bug icon in the upper left). Though the sheer number of options can be overwhelming and sometimes confusing, overall this is a vast improvement to the UI. Any and all features can be easily switched on and off, so dont be afraid to try something new! And if you like mapping out where you want to plant future cities, be sure to check out the Strategy Layer (ALT-X)! Player AI has been changed to include jdog's Victory System from Better AI. The AI civs can now choose a specific Victory condition they are attempting to achieve and use this knowledge to influence the rest of their decisions throughout the game. Previously passive civs (such as the Infernals and Mercurians), now take an active part in the game. AI Tech evaluation was put through a major overhaul. Many additions were made to account for new FFH abilities as well as to include a more detailed look into what units and buildings various techs open up. The AI will also take into account its current financial situation and Victory goals when deciding which techs to pursue AI Unit movement has also undergone many changes. The base of this was taken from Better AI and included a noticeable improvement in the AI's ability to move troops and settlers across water. Adaptations were made to better account for some of FFH's features (Inquisitions, Feasting and Lair Exploration just to name a few) and tweaks too numerous to count to many facets of unit AI (such as promotions, upgrades and AI type selection to name a few) have been made after much playtesting and watching how the AI handles itself. City Production AI has also been largely modified. The AI understands about Heroes, civ-specific units and buildings, and Victory buildings. The AI should be better at adapting and reacting to its current situation when choosing what to build in its cities. Pretty much anything involving the AI has been improved in some way, and that will be the main continuing goal of this mod. I will continue to work on getting BUG more fully integrated with FFH and I will also be adding to and improving my two new game options (see below), but bug fixing and AI improvement will be the priorities. Any and all bug fixes for base FFH that have been made known to me have been fixed (to the best of my ability and/or my ability to find the fix elsewhere). There are no known crashing or hangup bugs in this mod. This mod is extremely stable and turn times are relatively quick. If anyone discovers any OOS issues during multiplayer, please report them in this thread. Tholal's Naval Changes The way ships and cargo space were handled in base FFH seemed a bit haphazard and made it difficult to mount a meaningful naval assault or invasion. I've made a few minor gameplay changes to various naval vessels to try and fix this and make water-based maps more interesting and fun. Cargo Holds Cargo space has been stripped from most ships. The only ones that have designated cargo space are the transport type ships (Galley(3), Galleon(5) and Queen of the Line(10)) and Caravels(1). Human players can still use the Skeleton Crew and the Cargo Holds promotions to turn non-transports into transports. It just makes it a lot easier to guide the AI when each ship type has a more focused purpose. Tech and Resource Requirements Tech requirements are unaltered, but I did change some of the metal requirements. They were just way too strict and could easily hurt those who need it most (stuck on an island with no copper for example).
Upgrade Paths Upgrade paths were also simplified: Code:
--> Frigate -> Man O' War
Trireme <
--> Privateer
--> Galleon --> Queen of the Line
Galley <
-->Caravel
Arcane Barge
NEW GAME OPTIONS Puppet States and Revolutions This game option is a merging of the Puppet States mod and the Revolutions (code extracted from RevDCM since it seemed to be more recent) mod. When a player captures the city of another civ and they have knowledge of creating Vassals, they will be given the option to set up a Puppet State rather than capturing or razing the city. This will create a new civ of the same civ type as the previous city owner. This Puppet State will be a permanent Vassal to the creating player. In addition to normal Vassal State limitations, Puppet States will not have a Palace. If a Puppet State becomes the last incarnation of its civ type, it will turn into a legitimate civ and the Palace restrictions will be removed. Revolutions allow for cities to become disenchanted with their current ruler creating events that the player has to react to and sometimes even spawning a rebel civilization and creating civil wars. Advanced Tactics This option incorporates various game-related tweaks that I thought would provide a different and interesting FFH experience
Thanks to Kael for providing FFH2 in the first place! And thanks to the many coders from whom I have borrowed or copied code, including (but not limited to), jdog and the Better AI crew, Sephi and the Wild Mana crew, Denev, Snarko, karadoc, Terkhen and lfgr. Known Issues
Any and all feedback and bug reports are much appreciated! For a more detailed look into what changes have been made, here are the change logs for the past several revisions. Source code and a more complete changelog can be found at Sourceforge Spoiler:
Last edited by Tholal; Dec 21, 2012 at 09:51 AM. Reason: typo |
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#2 |
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Emperor
Join Date: Dec 2005
Location: St. Charles, IL USA
Posts: 1,808
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There are some handy functions built into Civ4 for identifying areas, since areas in Civ4 are really continents you can use these to help the AI decide if, or how many, ships they'll need. I used this in my Civ4 mod to prevent the AI from building too many ships (obviosuly not a problem in FfH). I'll see if I can dig up the old python code from before I moved it to the DLL to give you some ideas. You can probably use similar code to refine how you determine which AI to assign to the units having them maintian a larger navy if they're split across multiple areas or switching to a more aggressive AI if they're at war with somebody on a different area.
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________________________________________________ FfH Map Script:Erebus ContinentFury Road Map Scripts: Fury Road Unofficial Map Pack |
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#3 |
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WM junkie
Join Date: Dec 2005
Location: Seyda Neen, Vvardenfell
Posts: 7,102
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awesome
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" Sheelba does what Charadon't " - Senethro |
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#4 |
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Emperor
Join Date: May 2009
Posts: 1,260
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I just realized that I didn't really talk about the net result of my changes. I'll edit my original post later, but for now here's a quick summary.
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#5 | |
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iModify
Join Date: Dec 2003
Location: Sweden
Posts: 1,347
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Quote:
![]() As the settler is surrounded by water it can't move in any direction, therefor the AI is not allowed to use it in any way (including settling).
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If you're not Here and Now then where and when are you? Need help modding (FfH2)? Or just help with playing the mod? Come ask in #erebus on razorvine.selfip.net How to get there |
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#6 | |
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Deity
Join Date: Jan 2009
Posts: 2,874
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Quote:
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#7 |
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Emperor
Join Date: Feb 2007
Posts: 1,085
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As someone who started a navy brainstorming thread about a month ago, I definitely agree with what you did with Cargo Space and streamlining the Upgrade Paths, should help make things easier for the AI.
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#8 | |
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Emperor
Join Date: May 2009
Posts: 1,260
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Quote:
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#9 |
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Emperor
Join Date: May 2009
Posts: 1,260
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Here are some screenshots to show the comparison between base Ffh2 and my mod.
I used a setup that is a difficult map to play and one the AI really has trouble with. I chose a small archipelago map with high water, eight civs, ancient start, no Acheron. There was no human interference at all, and both playthroughs used the exact same start and map. ![]() First picture shows the starting layout. ![]() Here are the results for the base game. As you can see, the game was really very static aside from the appearance of Minister Koun, Hyborem and Basium. But despite building ships, none were ever assigned as settlers or assault ships, so everyone stayed on their own little island. Not a single inter-island settlement was ever built, and no enemy troops ever landed on foreign soil. ![]() Then here's the game with my mod installed. This round was much more dynamic. Not only did everyone settle at least one city off their starting island (though the Balseraphs soon got stuck in one of those situations were the settler lands in the wrong spot and then never moves again), but there were also a number of naval assaults over the centuries. Obviously, the Lsjolfar tore the Sheaim up, but the Elohim also took the two southernmost cities from the Hippus (hard to see due to the culture borders). The Sidar also acquired the easternmost Bannor settlement. ![]() And here we have a final comparison showing the status at turn 350 (which is near the end in a quick game) between the two versions (before is base Ffh2). The Sheaim have been conquered, and the Svartfalar responded to an ill-advised war declaration from the Bannor by destroying all their ships, mounting a trade embargo around their capitol and taking a border island city. |
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#10 |
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Warlord
Join Date: Jun 2008
Posts: 200
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This looks very interesting. I've been playing on Pangaea maps lately, since the AI seems to have such problems with navies. This mod looks like a vast improvement so far.
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#11 |
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The Hamster King
Join Date: May 2008
Location: Crestview FL
Posts: 14,448
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Tholal, if you don't mind I'd like to look at what you've done and see what we can merge to RifE.
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Rise from Erebus - R i f E - Civ5 Economy Mod
Member of the R i f E team Inno Install Script Tutorial |
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#12 |
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WM junkie
Join Date: Dec 2005
Location: Seyda Neen, Vvardenfell
Posts: 7,102
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that test looks seriously awesome O.o
__________________
" Sheelba does what Charadon't " - Senethro |
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#13 |
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Emperor
Join Date: May 2009
Posts: 1,260
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Yeah. No problem. What I've done so far is fairly crude. The main issue I discovered was that no naval units were ever being assigned assault or settler status, so simply getting those into the mix makes a huge difference.
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#14 |
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Deity
Join Date: Jan 2009
Posts: 2,874
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yeah, Kael merged only the dll side of my basic naval AI, not the XML settings, that's why you saw no settle ships.
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#15 |
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Emperor
Join Date: May 2009
Posts: 1,260
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I have a new version that I'll post either tonight or tomorrow. Here's a quick preview of the changes:
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#16 |
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Emperor
Join Date: May 2009
Posts: 1,260
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Beta 1.1 released (see first post for more info). I'll be heading on vacation on Friday, so there won't be any new versions released for a couple of weeks.
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#17 |
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WM junkie
Join Date: Dec 2005
Location: Seyda Neen, Vvardenfell
Posts: 7,102
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thanx!
__________________
" Sheelba does what Charadon't " - Senethro |
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#18 |
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Emperor
Join Date: May 2009
Posts: 1,260
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I was hoping to show further developments in the world, but the game went into one of those infinite hangups around turn 447. This image shows the map state at turn 5, 100, 200, 300, 400 and 440, respectively. This test was done with the latest version of Erebus Continents, low cohesion, high water, x-wrap -- everything else on default settings
![]() The Lanun had their sizable island all to themselves and they took full advantage, planting cities all around the coast and launching successful assaults of the Calabim and the Hippus, wiping both from the map. The Balseraphs chose a different path, using Loki to snag the 2nd Sheaim city and then waging a continuous, eternal war against the Elohim (restarting it as soon as possible after every cease-fire). They didn't build a single city all game, instead relying on their conquests, which were only mildly successful. But their aggression basically ensured that all of the civs on their island would never amount to a world power, though the Elohim did try to escape the insanity by moving some of their people to a tiny island in the northern hemisphere. The Khazad were mostly content with sitting on their two cities, though they did join the Lanun in attacking the Hippus, securing a city on that island and then branching off to another nearby. But then they summoned Basium, declared war on the Sheaim and the Doviello, subjugating both. The Grigori also jumped into the fray, taking the Sheaim's lone offshore colony and joining the Khazad in beating the evil civilization on their home turf. Last edited by Tholal; Mar 25, 2010 at 07:44 PM. |
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#19 |
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WM junkie
Join Date: Dec 2005
Location: Seyda Neen, Vvardenfell
Posts: 7,102
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amazing what you're doing man
__________________
" Sheelba does what Charadon't " - Senethro |
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#20 |
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Chieftain
Join Date: Mar 2010
Posts: 69
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Keep up the good work!
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