https://forums.civfanatics.com/resources/more-naval-ai-ffh-mod.14499/
Should be compatible with previous saves.
Download is now a simple zip file. Extract to your preferred FFH directory. (let me know if you prefer the installer).
Also, a debug DLL and the source code are now included as part of the download.
AI
Bugfixes
User Interface
General
Code
Should be compatible with previous saves.
Download is now a simple zip file. Extract to your preferred FFH directory. (let me know if you prefer the installer).
Also, a debug DLL and the source code are now included as part of the download.
AI
- Infernals will no longer create the Glory Everlasting project
- AI more interested in buildings that let them train units who are higher tier than any they currently own
- some tweaks to AI_foundValue(); AI less interested in water tiles until it can work them; AI gives some value to Canal and Choke points
- Added a couple of additional checks for isMaintainFeatures() that weren't in place before
- increasing AIvalue for Mithril
- increased AI minimum attack odds in a number of places; Patrol groups more likely to explore lairs and deal with nearby danger
- slightly increased situational awareness when AI is valuing spells that add or remove promotions
- tweaks to how AI values bonuses (using happiness, health and commerce weights when valuing bonuses that change those values; Sheaim should be more interested in Death mana; civs with desert terrain should be more interested in water mana
- Loki will put less value on trying to turn cities that arent bordering his civ; AI should try to reserve a node for MetaMagic if pursuing a Tower Victory
- account for isNoUnhappiness() and isNoUnhealthyPopulation() when determining AI_getHappinessWeight and AI_getHealthWeight respectively
- minor tweaks to how the AI values pursuing Tower and Altar victories; tweak to the AI_magicCombatValue() function
- added a hack to help the AI better evaluate the combat potential of Pyre Zombies
- removed negative AIweights from Disciples, Lunatics and Asylums
- AI should place a little more value on techs that allow commerce improvements and little less on religions; AI will place more value on feature clearing techs when they have blocked resources
- AI will build more troops when at war; AI will use commerceWeight vlaues when valuing buildings that add commerce
- increased minimum odds for a number of attack checks; added some randomness to how barbarians choose target cities; added some checks to try and encourage the AI to attack undefended cities; tweaked how the AI decides how big of a group it needs to attack a city
Bugfixes
- fix for an assert related to Advanced Diplomacy
- the Revelation spell no longer has any pyRequirements (fix for issue #97)
- Fix deal auto-cancelling bug
- Fix for text not showing for Perfect Sight provided by Pallens Engine
- Demonic Citizens are now flagged as Infernal only (fix for bugs #115 - Puppet States getting Demonic Citizens
- Fix for players being able to make multiple Puppets from one civ
- added a bunch of missing XML entries for various Advanced Diplomacy tags. Should help the AI be less crazy about offering deals when Advanced Tactics is on.
- switched out text for a hint that had outdated info (bugs #122)
- Fix for Embassy not showing in the Advanced Scoreboard (fix for issue #80)
- Held units can no longer cast releaseFromCage
- Updated scenarios to fix issue with them failing to load from the in-game menu (issue #113)
- fix for error when using the auto Unit Naming option with UNITAI_ANIMAL
- AI / Code - Adding CIV4YieldInfos.xml to the mod. It was defaulting to base Civ4 values which gave Production a weight of 110%, food 100% and commerce 80%. They are now all 100%. The AI does lots of situational calculating in the DLL and these weight values arent really needed for this mod.
- removed a hacky section of AI code I had added a while back; Tweak to keep the AI from building too many ships for escorting missionaries
User Interface
- River of Blood message will now include the name of the affected city as well as the real amount of population lost
- research bonuses from Bonuses are now displayed as a percenatge increase in the research mouseover in the city screen
- when viewing improvement upgrade times in debug mode, interface will take into account civ-specific improvements for the player owning the plot
General
- Puppet States now get a few more initial defenders on creation
- Dragons are now Disease Immune
- Workboats no longer flagged as MilitaryProduction
- Disabled POWtrading for the Writing tech (didnt want to remove the tag entirely and break save games)
- Barbarian cities with culture can no longer be culture flipped (may effect mods!)
Code
- Additional logging
- removed some obsolete hardcode related to Freak Shows