Thanks
E: Ignore below - it seems like the bug is that they can be automated just fine if Spring is their only spell. It breaks when they learn anything else!
E2: Also - currently playing as Illians - the automated Adept with Sping only decided to cast the world spell Statis... thanks Adept.
I can't automate my Adepts with Spring as Amurites, but I could as Malakim. I tested it in my game with Amurites - went into worldbuilder, created Malakim, created an Adept, changed it to my civ - it could be automated. Spawned a Malakim city, conquered it, built an Adept - could still be automated. Have a Balseraph city conquered and that Adept couldn't be automated. So it seems the code for automating Adepts is specifically attached to the Malakim Adept. Also the Malakim Adept couldn't be automated while sat in the city tile. Also FWIW the Amurite Adept is female but uses the male warrior grunt voice
Hope this helps fix it.
When I run the installer it asks if i want to install to Mods/ExtraModMod. I click ok. It then says there's an error as the source file Fall From Heaven 2 does not exist. I have Fall From Heaven 2 , patched to 0 by copying and pasting to appropriate folders, in my Civ4/Beyond The Sword/Mods folder. Am I meant to change the destination directory to Mods/Fall From Heaven 2 ?
EDIT seems problem may be that wehn i downloaded and unzipped Fall From Heave 2 it created a folder called FallfromHeaven2041n containing folders called Fall From Heaven 2 and $PLUGINSDIR. Now I could just delete the folder ending 2041n, but what do i do with $PLUGINSDIR or the two files in it then?
Also there doesn't seem to be any FallfromHeaven.exe file when i download and unzip fall from heaven - only a config file and a shortcut that says it doesn't lead anywhere when i click on it
This sounds like useful information, and would explain why there are not more complaints about bad AI. Could you tell me how many games (more or less) you played with and without the options? I want to be know how likely this is to be accidental.So yeah this is going to sound crazy, but we seen a big improvement in the AI in both Extramodmod and Magistermodmod when we turn off all the option settings. Now I don't know which one of those settings could be causing the issue, but we are 100% noticing the AI performing so much better with them all. On a side note I usually have permanent alliances, no tech trading, no tech brokering, blessing of amathaon, living world, all unique features, and multiple production. Now when I get a chance I need to do the painful task of trying to figure out what is causing it.
Downloading from here should give you a file named FallfromHeaven2041n.exe. Execute that file, it sounds like you're opening it as a zip file.
This sounds like useful information, and would explain why there are not more complaints about bad AI. Could you tell me how many games (more or less) you played with and without the options? I want to be know how likely this is to be accidental.
I'll see if I can run some automated tests to see if the AI underperforms with those settings turned on, compared to no settings.
No, it's not. There is no way you downloaded a folder. Windows just (sometimes?) treats archives like regular folders.it's a folder full of other folders and files
Maybe your problem is that you don't know how to start a mod? Go to Advanced->Load a mod -> ExtraModMod after installing.Ok thanks that did install a shortcut that works for FFH2 itself
So yeah this is going to sound crazy, but we seen a big improvement in the AI in both Extramodmod and Magistermodmod when we turn off all the option settings. Now I don't know which one of those settings could be causing the issue, but we are 100% noticing the AI performing so much better with them all. On a side note I usually have permanent alliances, no tech trading, no tech brokering, blessing of amathaon, living world, all unique features, and multiple production. Now when I get a chance I need to do the painful task of trying to figure out what is causing it.
This sounds like useful information, and would explain why there are not more complaints about bad AI. Could you tell me how many games (more or less) you played with and without the options? I want to be know how likely this is to be accidental.
I'll see if I can run some automated tests to see if the AI underperforms with those settings turned on, compared to no settings.
No, it's not. There is no way you downloaded a folder. Windows just (sometimes?) treats archives like regular folders.
Assuming you downloaded the archive version of ExtraModMod, please follow the instructions on the download page. To extract the contents, you can open the archive with windows explorer (like you apparently already did), and simply drag-and-drop the contents where you want them (in this case, in Mods/ExtraModMod, where you copied the FfH2 folder).
EDIT:
Maybe your problem is that you don't know how to start a mod? Go to Advanced->Load a mod -> ExtraModMod after installing.
Good point. Anyway, I'll wait for more info from @David12596 before deciding if this is worth looking into.Also: Obviously the AI can progress much faster if tech trading is on so I am not sure how you would compare automated tests?
Please post a savegame here if you get a crash again. Chances are I can fix it.First time in a couple years without CTD from all the Tholal mod changes. I did omit puppet states this time which might have something to do with the issue...maybe AI creating too many puppet players mid to late game?
Was thinking about the Unicorn event today. Would make sense for there to be other options if you either own the Grand Menagerie or have a high tier nature unit (Druid/Beastmaster). I'm also curious if the "spare it" option is deterministic (unicorn always dies) or if there's a small chance of another outcome, but I've only ever seen the "dies" outcome.
Spoiler :
New release: 0.6.0-beta6
Download setup | Download archive
Not compatible with 0.6.0-beta5 savegames.
This release incorporates MNAI v2.9-beta3u (see release post). Otherwise, the fertility spell help python exception reported by @kvaak is fixed, and ExtraModMod should now work correctly without requiring FfH or MNAI to be installed alongside (really, I tested it), although it still requires FfH2 to install.
Thanks to everybody who reported bugs, as usual most of them also applied to MNAI, so I fixed them there.
Erebus? I haven't come across that story. What's it named after?The place FfH's setting is named after pretty much sums it up.
Personification of darkness in Greek mythology, and depending on the source either a part of the Greek afterlife (Hades) or interchangeable with it. In a word Hades was still - the deceased could interact with each other, but beyond that everything was still and static. There was no suffering or joy. Nothing ever changed, and while the dead could neither perceive nor affect the world of the living they did presumably retain some form of identity / self-consciousness, even if not their memories.Erebus? I haven't come across that story. What's it named after?
The blessing of Baal and also bugs protect us from the Ash Cough! This is with the latest version