1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

More Naval AI (FfH mod) 2.71

More Naval AI (FfH mod)

  1. Version 2.71 released

    • 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

    • 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

    • 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!)

    • Additional logging
    • removed some obsolete hardcode related to Freak Shows
Return to update list...