I don't know if these AI feedbacks are welcome but I just had an empty city that the AI spent a turn bombarding and then a turn later entered with its army.
They're welcome, I just haven't been on the forum much for the last er..., gee, two weeks. I don't have great ambitions for improving the tactical AI, but when it comes to AI moves that are outright bewildering, I like to at least check if there's some easy remedy or band-aid. I'm aware that the AI will sometimes e.g. cross a river before entering an empty enemy city. Doesn't seem entirely easy to fix (but I haven't given up on it). I don't think I've seen the AI bombard an undefended city. Maybe this is easier to fix. If you happen to (still) have a savegame, I'd like to look into it.
I find that very often the AI is trying to take a city of his with a catapult without having a single unit defend it. It parks it in front of the city just waiting for my counterattack against it. (I can provide a save if it is needed). Most of the time it doesn't even attack, just comes next to my city and returns.
Yes, a savegame would be helpful. Without a savegame, I don't even know which AI routine causes this (i.e. whether the Catapult's role is city attacker, generic attacker, pillager ...). I don't recall encountering this behavior in my own games ... perhaps it's something I've broken recently, somehow.
I only recently found out about this mod and I must say, I'm impressed. I can't imagine how much effort that 500 page long manual alone must have taken.
Only the first 25 pages are carefully written, the rest is more like personal notes edited a bit for readability. Still a chore. It seems that I could've documented the mod much more efficiently through Git issues and tags. (Since I'm not going to develop the mod for too much longer, I'm going to stick with my method.)
I was both pleasantly surprised and majorly annoyed to experience the AI launching a coup against me and swapping me back from Hereditary Rule into Despotism. [...]
Especially annoying after having built the Pyramids for early Representation. But I don't think the AI does it incessantly, usually. Anyway, I'm pretty sure that's a K-Mod change. K-Mod has revised much of the AI code for evaluating espionage missions.
City cycling with num pad: Yes, I've broken that without noticing. Thanks. The bug causes the game to cycle to the currently selected city, so ...
However, there's unfortunately some features I'm sorely missing, probably because I've grown used to BAT/BUG's interface coddling me: [...]
Right, K-Mod mostly lacks BULL, and I've only rectified that on a case-by-case basis, merging some BULL code and sometimes implementing my own solutions. There's still some semi-important stuff missing. I have a list, but it's always helpful to read what features are actually missed by players.
No button to reset espionage weights to defaults (though I guess you can just right-click on the minus next to every leader to get the same result)
I wasn't aware of that button. Sounds somewhat useful; added to my list. All this is unlikely to be included in v0.99 though; don't know about v1.0 either.
@VDNKh: Could well be that I've broken that somehow. I've just tried setting
MINIMAP_RENDER_SIZE to 2048 and HOF_STORE_REPLAYS_AS_BTS to 0. Then when I start a new game and retire after a few turns, the minimap is intact and also when I access the replay from the HoF screen. My old 512-pixel replays also still seem to get displayed correctly. That's with my current version of the mod though; maybe I need to actually try it with 0.98b. Or is there some other step I ought to take to reproduce the problem?