I see what you mean; next try (see attachment). Now the default field-of-view setting takes the aspect ratio into account, not just the screen width.
CvMainInterface.py is responsible for displaying the scoreboard, but I still don't see how those latest changes could have that effect. So when you click "toggle score display", nothing happens? Any errors in My Games\Beyond the Sword\Logs\PythonErr.log? (Though I think there would be more missing than just the scoreboard if it was a Python exception.)I've noticed in my own mod-mod that the score display will not show. I've only tinkered with the xml dealing with civics, buildings, units. This has just happened with your recent update.
CvMainInterface.py is responsible for displaying the scoreboard, but I still don't see how those latest changes could have that effect. So when you click "toggle score display", nothing happens? Any errors in My Games\Beyond the Sword\Logs\PythonErr.log? (Though I think there would be more missing than just the scoreboard if it was a Python exception.)
If the only issue with the CvMainInterface.py from a week ago was the field of view, then you could go back to that one and, as a one-time workaround, enable the field-of-view slider (BUG Mod options, Map tab) and increase the slider value a bit (and then hide the slider again I guess).
And the error log? LoggingEnabled needs to be set to 1 for this in My Games\Beyond the Sword\CivilizationIV.ini. As a test, I've raised an exception in updateScoreStrings (CvMainInterface.py), and this lead to the behavior you describe (no score display and the rest of the UI intact), and an entry in PythonErr.log.Yes, the scores are gone and the toggle button does nothing. It works fine with your base mod.
I don't remember if I've seen the BtS AI use the culture bomb ability, but there is certainly code for it (CvUnitAI::AI_greatWork; edited for readability):BTW, is the AI doing a culture bomb part of your mod or a mod you incorporated? I was playing today and Elizabeth culture bombed my frontier cities, taking away about half their tiles. We had decent relationships, pleased around +8. This was the first time I've had this done to me. I immediately invaded and razed the offending city. I wondered if the AI realizes this is an act of war.
Cruiser76, hi,
to what modmod you ported it?
im considering also using this great mod for my doto kmod based.
(2) Privateers: Appears to be the same in BtS; vassal agreements aren't taken into account when picking the target city in AI_pirateBlockade. I don't think vassalage matters in AI_anyAttack and AI_pillageRange either, so an AI Privateer seems to behave much like a Barbarian Galley. Since I've made capitulated vassals subservient in almost every regard, I agree that they shouldn't use Privateers against their master. Actually, capitulated vassals shouldn't even train Privateers because they could end up using them against civs that the master likes or indirectly disrupt the master's trade.A couple more thoughts after playing quite a bit.
1. AI appears to value Apostolic Palace really low. Most games I'm able to get it without making much of an effort. It tends to stay available for a long time.
2. My vassal used privateers against me. I don't know if this is base BTS behavior, but it is annoying.
jdog was already going to implement that retreat/evac behavior 9 years ago for the BBAI mod, but apparently never got around to it. Wasn't much work actually.I love how the AI retreats against big stacks. I'm finding it a lot harder to completely take an AI out because it is better at conserving troops. It also does a decent job counterattacking weak points in my territory.
Doing good, thx.hey f1rpo,
how are you?
I can put something that's stable, but not properly tested, on GitHub by the end of the week. An actual release hopefully some time before the summer. I'd rather add some more things before running more tests. What I have so far (current draft of the release notes):any estimations on the new version?