AND SVN Build Thread

rev833

  • Flexible AI difficulty fix

AI handicap is now getting higher (more difficult) if AI is above (average+1 std dev) or if it's between (average+1 std dev) and (average-1/2 std dev) and handicap < noble; AI handicap it's getting lower (easier) if AI is below (average-1/2 std dev) or if it's between (average+1 std dev) and (average-1/2 std dev) and handicap > noble. This prevents odds situation when a civ is still on deity when reaching the bottom of the score list or it's still on Chieftain when reaching the top of the score list.
Also I've reduced a bit research times when Flex AI is being used because the game has a tendency to move to higher handicaps for AI, hence making research slower. For this reason (among others that I will explain in another post), I think maybe FlexAI should be used only with Flexible Difficulty (for human players).
Finally, I've increased the rate at which handicaps are checked.
 
I just wondering if there anything plans to actually improve AI logic rather than just giving them handicaps because right now they just dont properly defend their cities, using outdated units (AND STOCKPILING SETTLERS) on their cities and Ruthless AI option seems to be broken? (They become very inaggressive)
 
@JoannadiVereta

You need to enable loggin in the 1st place in the Civ4.ini file

Example of Civ4.ini file

This gives both the Dump file, and next line is the various Log files.

then it'll be located in you C:/.../My Games/.../Beyond the Sword/Mods.

Important, it's only Mods and not MODS. 2 different directories.
 
Revision 834

Fix rare bug where attacker with zero strength and defender with zero strength results in division by zero and a ctd. Thanks to Hrvoje193 for the save/crash dump.
 
Still no update to remove or restrict suicide promotions?

Requesting changes in the build thread is a pretty dumb idea. This thread is a changelog. The purpose of this thread is discussion of past changes and posting of present changes. Future changes are out of scope.

Open a new thread on your ideas.
 
I'm returning to AND after a long time playing a few other mods (mainly PAE and C2C), downloading the newest version now via the AND Installer program version 0.15 (that'll work, right?).

I've been skim-reading the SVN threads looking for the updates but could someone whet my appetite with maybe a few of the bigger additions that have come in since I last played, which would have been January of this year.

EDIT: All downloaded, a quick question: I'd like to play the GEM with no preset civ's scenario but it's not showing up in my 'Custom Scenario' list. I can load it into world builder no problems but then obviously I don't have control over all of the game options I would have when starting a custom scenario. Strangely though some of the private maps (africa, tamriel, the GEM with randomly placed resources) do show up, so obviously the folder structure is correct. Any suggestions?
 
I'm returning to AND after a long time playing a few other mods (mainly PAE and C2C), downloading the newest version now via the AND Installer program version 0.15 (that'll work, right?).

I've been skim-reading the SVN threads looking for the updates but could someone whet my appetite with maybe a few of the bigger additions that have come in since I last played, which would have been January of this year.

Foreign Policies. Diplomatic options to "Cease Relations" and "Pay War Reparations". Lots of balancing. Not much else, there will not be more major additions, we are in the process of fine-tuning the mod and then will be done.

EDIT: All downloaded, a quick question: I'd like to play the GEM with no preset civ's scenario but it's not showing up in my 'Custom Scenario' list. I can load it into world builder no problems but then obviously I don't have control over all of the game options I would have when starting a custom scenario. Strangely though some of the private maps (africa, tamriel, the GEM with randomly placed resources) do show up, so obviously the folder structure is correct. Any suggestions?

No idea. I don't play custom scenarios.
 
The diplomacy options sound really interesting, looking forward to giving them a go. And you can never underestimate the importance of taking time to balance. Right now though I'm just happy to be playing a mod where my map isn't totally clogged with ducks and pigeons after 200 turns. I love C2C but man those animals.....

I managed to sort out the custom scenarios problem with some reading around the forums and trial and error.
 
rev836


  • Some python code fixed, mostly false/False and true/True corrections

Following same corrections made in C2C; maybe some python code wasn't being executed correctly because false/true code was used instead of False/True. Maybe it wasn't necessary but it won't hurt anyway.
 
45°38'N-13°47'E;13509565 said:
rev836

Some python code fixed, mostly false/False and true/True corrections

How do you fix something which is not broken in the first place? :mischief:
"true" and "false" were defined properly as True and False. They are used in pretty much every BTS python file.
 
How do you fix something which is not broken in the first place? :mischief:
"true" and "false" were defined properly as True and False. They are used in pretty much every BTS python file.
In fact I wasn't sure: I've understood that correct spelling is True and False in Python unless true and false are also defined as true = True and false = False. Is this correct? There is such a definition in CvUtil.py but then if I'm not mistaken that definition is valid only if CvUtil is imported? Is this correct? Because I think there was some python file where this wasn't the case. Anyway I don't think that this change might hurt. Or am I mistaken?
 
Correct keyword is definitely True and False.
The funny thing is even if you comment off those 2 definition lines in CvUtil, they still work without errors, which means they are probably defined somewhere in the exe which nobody knows. That will be why importing CvUtil is not necessary.
Making the change won't hurt, but it is totally redundant.

CvAdvisorUtils.py is one where true and false are used, but CvUtil is not imported.
 
Agreed, true and false are global variables defined as True or False, but I recommend that the proper python True and False get used. If you can't even maintain the proper python style, there's no hope for code correctness. :P
 
45°38'N-13°47'E;12931531 said:
Whipping can be re-enabled by removing the proper lines which have been re-added but commented out in CivicOptionInfo.

If it's not too much trouble for you, but could you please tell me where to find this and what exactly one has to do in order to unlock whipping again? I really missed that feature in my past games ...

Cheers,
luftwaffles :king:
 
Revision 839

  • Add unit parameter to onCityAcquired python event, so AI can get the benefits from Pioneers and Colonist units
  • Catch exception in EnhancedTechConquest (possibly due to unicode?)

platyping - I solved the colonist issue the easy way, I just added the unit (if there is one) to the python args passed into the event.
 
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