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More Naval AI (FfH mod) 2.71

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
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