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Discussion in 'More Naval AI Modmod' started by Tholal, May 7, 2013.

  1. Tholal

    Tholal Chieftain

    Joined:
    May 19, 2009
    Messages:
    1,676
    2.5 officially released on June 22nd, 2013. Following is a list of most of the changes (I'm sure I missed a few)

    Download link


    Thanks to Terkhen, lfgr ostar, and Red Key for the coding assistance!

    Bugfixes


    • Units that are cargo will no longer do a fear check if their stack is attacked (bug #175)
    • Tolerant civs can once again build civ-specific units in captured cities (ie, Freaks in Balseraph cities for example)
    • Fixed a bug that was causing the AI to use too many units to guard forts (code by Red Key)
    • Captured Slaves will no longer receive a racial promotion from the capturing player (fix for bug #3610488)
    • fix for AI not upgrading units to High Priests
    • fix for AI not pursuing level 4 victory strategies for Altar and Tower victories
    • Bugfix - Peaks will now be considered connected to trade networks if they have a route on the tile (fix for bug #3608845)
    • fix for incorrect addition to a player's power value (AI should no longer over-estimate its current power)
    • civ-specific units for other civ-types wont be shown in the tech help (fix for bug #3608717)
    • adding a missing GlobalDefine for Puppet States that was keeping them from receiving an initial culture boost
    • AI now checks for SpecialistTypeExtraCommerce when valuing specialists (fix for bug #3609259)
    • fix for python error when mousing over a unit with 0 attack strength (fix for bug #3609604)
    • players with no cities will no longer be able to trade Embassies or Right of Passage agreements (fix for bug #3609298)
    • unit icons on the main screen will now show civ-specific unit art (bug #3609567)
    • Bugfix - In Advanced Tactics units will not be invisible in Super Forts the same as they are for cities. Fix for #3609079
    • players will no longer be assigned to random@alignment leaders (fix for bug #3608541) (code by Terkhen)
    • Barbarians will no longer research religious techs or spawn religious units (fix for bug #3608619)
    • the Deepening now only affects 25% of the tiles in the world and also has the length of the terrain change modified properly by gamespeed (behavior is now as described here - http://forums.civfanatics.com/showthread.php?p=7347972&highlight=deepening#post7347972)
    • Culture from forts will be cleared immediately when a player dies by CvPlayer::killCities rather than at the end of turn in CvPlot::updateCulture
    • isNoCapture() units will no longer be able to enter Super Forts
    • Ice Elementals now have their UnitCombatType set to None (like all the other elementals) rather than UNITCOMBAT_MELEE (bug #3607079)
    • animals spawned via the CreateDen spells will now get the Hidden Nationality promotion
    • Held units can no longer be loaded onto transports (fix for bug #176)
    • fix for python error when right-clicking on research bar (fix for bug #3606100)
    • splitting empires no longer causes automatic war declarations with the Barbarians (fix for bug #3604886)
    • Nyxkin now get PROMOTION_DARK_ELF rather than PROMOTION_ELF (fixes issues with being unable to upgrade to Nyxkin)
    • upgrades TO non-alive units are allowed (fix for bug #3604993)
    • Hellfire will now spawn demon units
    • Rebels should no longer be able to cast World Spells
    • Chalid should no longer give an extra vote in the Undercouncil

    AI:


    • AI should no longer use Adepts and Mages to guard forts
    • AI will now consider cities of other players as Inquisition targets
    • Raider units will no longer pillage roads
    • AI less likely to merge important units into Flesh Golems
    • AI will hurry Victory buildings if it can
    • Feasters with nothing to do will switch to UNITAI_ATTACK_CITY
    • AI will no longer devalue units for UNITAI_ATTACK_CITY just because they have no defensive bonus
    • AI will travel less when placing their first city
    • AI less likely to raze its own cities that it re-captures
    • AI more likely to create Puppet States rather than razing
    • AI more likely to build UNITAI_EXPLORE units
    • AI less likely to start random warplans with faraway civs
    • The AI will build Super Forts adjacent to mana or bonuses it doesn't have yet such as those from unique features in FFH2.
    • The AI now calculates choke and canal values for plots (currently just used for deciding on fort placement)
    • AI will sometimes choose magic resistance promotions
    • Merged a few things from K-mod regarding Team AI and some naval movement

    UI:


    • Addition of Playpting's Enhanced World Builder
    • Held and Push messages will now include the name of the unit affected (fix for bug #3604401)
    • Civ help info will now include information about when a civ is unable to engage in diplomacy due to Civics (ie Crusade) (feature request #3554638)
    • Message log will now display the description of a civ when it is destroyed rather than just the civ adjective; will also save messages about rebel civs being destroyed
    • Revolutions pop-ups will be suppressed when Autoplay is running
    • City Growth bar will now display informative text when stagnant due to Growth Control being enabled
    • Players will now receive messages when they capture a unit or their unit is captured (fix for bug #3599041)
    • Players who are at peace with the Barbarians will now be able to destroy Animal lairs (fix for bug #3584287)
    • Project descriptions will no longer appear twice in the Civilopedia
    • Great General graphic will now be removed from units when the Great general is detached (fix for bug #3576505)
    • Capturing units will no longer generate kill messages

    Game Tweaks:


    • Advanced Tactics - Super Forts: Units can now airlift into forts
    • Advanced tactics - Animal units can now be traded
    • Puppets are now SPECIALUNIT_SPELL and thus not affected by the Summoner trait (feature request #3605724)
    • slightly increased number of free defenders new colonies receive
    • Map generator will try to place improvements that spawn units out of sight of the players' starting areas
    • Improved Councils - votes now require a majority to pass; tie votes will be decided based on how the Head Councilor voted (first part of feature request #3608246)
    • Puppet States will now start with a few more units
    • Improved Wildands - with Wildlands option on, Animals will spawn all game (feature request #3605204)
    • Divided Souls are now Never Obsolete (feature request #3605725)
    • Game will no longer try to add Forests to starting positions unless the civ affected is flagged as MaintainFeatures for the feature type (fix for feature request #3606836)
    • Players can gift cities to their Vassals (feature request #3528662)

    Code:


    • Terraforming effects for spells will now be handled via XML tags (On hold due to technical issues)
    • New Unit tags
      • <bCanMoveLimitedBorders>
    • New Promotion tags
      • <bCastingBlocked> (feature request #3603875)
      • <bAllowsMoveImpassable> (feature request #3597354)
      • <bUpgradeOutsideBorders> (feature request #3597357)
      • <bAllowsMoveLimitedBorders> (feature request #124)
      • <UnitPrereqReligion> (feature request #69)
    • New Improvement tags
      • <FreeSpawnPromotion> - idea taken from EitB (feature request #123)
    • Numerous updates and tweaks to the BBAI logging
    • exposing getChokeValue, calculateChokeValue, getCanalValue, and calculateCanalValue functions to python
    • exposing changeStolenVisibilityTimer() to python (feature request #3609373)
    • Civilization Terrain Yield Changes are now handled in CivilizationInfos rather than TerrainInfos (code by Terkhen)
    • Debug - suppressing the unit killed output to the python debug log since this info is now displayed in the BBAIlog
    • new function -- int CvPlayer::countNumOwnedTerrainTypes(TerrainTypes eTerrain) const
     
  2. Kiech

    Kiech Chieftain

    Joined:
    Oct 1, 2002
    Messages:
    987
    Just want to express my general awe and gratitude for you, the other devs and this project!
     
  3. Patokai

    Patokai Chieftain

    Joined:
    Mar 15, 2013
    Messages:
    2
    Thankyou for keeping Civ4 and FFH2 alive for me and my friends! We are still enjoying both lan and pbem games with the grande MNAI Mod! :goodjob:
     
  4. doktarr

    doktarr Chieftain

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    Jan 31, 2005
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    Great stuff, Tholal.
     
  5. akatosh

    akatosh Chieftain

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    Dec 2, 2012
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    Great changes, but why the nerf to Keelyn/puppets? I get that it's overpowered, but MNAI's meant for single player, right?
     
  6. [to_xp]Gekko

    [to_xp]Gekko QCT junkie

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    she's more broken than overpowered... puppets make the power increase exponential which quickly gets out of hand
     
  7. Tholal

    Tholal Chieftain

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    I consider it a bugfix. Summoner + Puppets equals 9x the summons rather than the 3x you're supposed to be getting from the Summoner trait.
     
  8. Fafnir13

    Fafnir13 Chieftain

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    Shoreline, WA
    I like the Wildlands change. Maybe I can actually build that stupid wonder more then once every 20 games or so.
     
  9. akatosh

    akatosh Chieftain

    Joined:
    Dec 2, 2012
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    Play Magister modmod, it is bugged and you can build the GM immediately on researching Festivals.
     
  10. MagisterCultuum

    MagisterCultuum Great Sage

    Joined:
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    Looks great! Any idea when it might be ready for release?

    Are you having that bug too? I assumed that was only a problem for Mnemnosyne, as it is not like that on my computer and no one else mentioned it. (He was having several other issues too which strongly implied that CvGameUtils.py was not loading properly on his computer. I have no idea why that would be, but it is a pretty big deal to be missing such an important file.)
     
  11. akatosh

    akatosh Chieftain

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    Yeah, I can always build the GM right after teching festivals, without any animal cages at all. Sometimes the AI gets it.

    I kinda like the bug though, love the free +1 happy in all cities plus a bard spot for border pops :)
     
  12. iceboy103

    iceboy103 Chieftain

    Joined:
    Jan 4, 2008
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    Anyway to get the terrain graphics from Master of Mana into this mod? Love this AI better but miss the graphics!
     
  13. Tholal

    Tholal Chieftain

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    Not sure. Ran into some snags with the XML for terrain conversion spells.
     
  14. Red Key

    Red Key Modder

    Joined:
    Sep 24, 2011
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    Location:
    USA
    Speaking of that... If any other SDK modders have time to help debug the problem that would be great. Somehow the data for terrain conversions is becoming corrupted, and spells that do not even change terrain are attempting to with invalid numbers that cause the game to crash. However, it does not happen consistently and even if you saved the game just before a crash it might not crash at the same point again.

    I've been comparing my work to the <TerrainPassableTechs> and <FeaturePassableTechs> tags but haven't spotted anything wrong. I've also been doing some autoplay with a debug dll, but it hasn't helped me figure out why the data is becoming corrupted.
     
  15. [to_xp]Gekko

    [to_xp]Gekko QCT junkie

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    did you guys manage to fix AIs sending whole armies to suicide against Acheron? :)
     
  16. Tholal

    Tholal Chieftain

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    Planning on releasing 2.5 by the end of this month. Looks like the terrain conversion XML for spells wont be in this release as its causing some weird crashing bugs that we cant seem to track down.

    Latest change is the addition of a <bCanMoveLimitedBorders> tag to UnitInfos so that modders can define which units are allowed to move through borders with Rights of Passage agreements (part of Advanced Diplomacy which is included in the Advanced Tactics option). Hope to add a similar tag for promotions as well.
     
  17. Mailbox

    Mailbox Chieftain

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    Oct 6, 2007
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    Very excited for this, and I know others that are as well. Great work!
     
  18. [to_xp]Gekko

    [to_xp]Gekko QCT junkie

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    hey Mailbox, nice to see you around :)

    Tholal, any chance for a slight decrease to early religions spreadrate to combat the "everyone goes RoK/FoL" phenomenon? you could take a look at Lone Wolf's modmod which includes it, it's just two small XML tweaks but they really help improve the gameplay: http://forums.civfanatics.com/showthread.php?t=478043

    also, what about Acheron, do AIs still suicide early/midgame armies on him?
     
  19. Tholal

    Tholal Chieftain

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    2.5 release. See first post for details.
     
  20. Ororo

    Ororo Chieftain

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    Jul 10, 2010
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    Slovakia/Czech Republic

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