Better BAT AI

Is it possible to take a Civ that was created by someone as a mod (there are tons of them) and add it to Better Bat and make it a civ in the Batter Bat game?

(by the way, I've been playing Better Bat for a month now, and it's the best Civ 4 fix/improvement I've seen, great job)
 
Hi folks.
The "exe" installer doesn't work for me, it cannot find some BTS registry keys. I experienced the same problem with BAT mod installer, but I managed to find simple zip version which I was able to manually unpack.
I need the same help here. Please instruct me on how to manually extract the Better AI mod and where to.
Looking forward to any advice.:confused:
 
Is it possible to take a Civ that was created by someone as a mod (there are tons of them) and add it to Better Bat and make it a civ in the Batter Bat game?

(by the way, I've been playing Better Bat for a month now, and it's the best Civ 4 fix/improvement I've seen, great job)
Yes, you can do it. For most mods like that, it's just a matter of putting the files into the Modules directory. To do that, however, the mod must be modular. Most of these mods will say if they are or not. Be aware, that if you do this, the first contact text may not work for the civ that you added. I'm still trying to figure out why.

Hi folks.
The "exe" installer doesn't work for me, it cannot find some BTS registry keys. I experienced the same problem with BAT mod installer, but I managed to find simple zip version which I was able to manually unpack.
I need the same help here. Please instruct me on how to manually extract the Better AI mod and where to.
Looking forward to any advice.:confused:
Use the zip utility 7-zip on the exe file and extract the files to a folder. Go to the $OutDir folder in that folder and copy the contents to a folder under My Documents\My Games\Beyond the Sword\Mods. Call the folder Better BAT AI. It goes in same folder as the BAT Mod folder does.

Easy-peasy.
 
Oh, what glorious nation of mine,
come from unsafe hills and nomadic times.
I watched over you with loving heart
through bliss and pain and war and court.

With faithful allies, trusted friends,
we discovered a world beyond the mists
of dreadful, lawless, unknown seas.
Indian silk provided for these.

I sent a message by horse, to Gandhi my friend,
of mustache so joyful and smile with no end.
One sunny afternoon we drank chamomile tea,
but no smiles or laughs, only disdain I could see.

Back in my palace I ordered my ministers:
"Find me the reason for his mood so sinister!"
A report came back from the fields in our borders;
a tank... crap.


I dedicate this poem to Lemon, based on true events that happened while playing a round of this mod, in the hopes of hearing some good news about a possible next version of BBATAI to include an updated BAT mod. :)
 
Awww... Poetry for me?

Thank you.

And I've decided to make a Better BAT AI 2.0. Look for it soon. :)
 
I have played a number of games with Better Bat, and it is incredibly well done; my favorite version of Civ.
I do have one request though, I would love to see Better Bat with the lineup of Civs from Civ Gold mod. If you put all those civs in Better Bat, it would reach perfection.
I love the game play of Better Bat, but I love all the awesome selection of Civs from CivGold.
 
I like the idea, too. I have the BXP packs and they work with BBATAI. I'm just having trouble with the first contact diplo text not appearing. I've been working on that this evening, as a matter of fact. I hope to have it finished soon.
 
Hi,
I have 2 problems with the BBATAI Mod.

1. The EWI doesn't work. The images just don't appear. Is there an option to activate them?

2. First my mod based on the BAT Mod. Then I read about this mod and I merged my files with the BBATAI Mod. It should work because the system and the files are nearly the same. But it doesn't.
To be sure that you know what's the problem: I've created a python file in the Assets/Python/Contrib folder and a file in the Assets/Config. In the BAT Mod my features programmed in the python file worked very well but in the BBATAI Mod my file seems to be ignored. I've tried it with a message, the funktiones aren't called.
Does the BBATAI Mod changes something in the python structure? Or is there an other reason for this? If necessary I can upload the relevant files.

Can someone help me (especially with the second problem)??

antriot
 
Hi,
I have 2 problems with the BBATAI Mod.

1. The EWI doesn't work. The images just don't appear. Is there an option to activate them?

2. First my mod based on the BAT Mod. Then I read about this mod and I merged my files with the BBATAI Mod. It should work because the system and the files are nearly the same. But it doesn't.
To be sure that you know what's the problem: I've created a python file in the Assets/Python/Contrib folder and a file in the Assets/Config. In the BAT Mod my features programmed in the python file worked very well but in the BBATAI Mod my file seems to be ignored. I've tried it with a message, the funktiones aren't called.
Does the BBATAI Mod changes something in the python structure? Or is there an other reason for this? If necessary I can upload the relevant files.

Can someone help me (especially with the second problem)??

antriot

Hi.

The EWI is not enabled by default. You have to go into the BUG options (CTRL-ALT-O) and on the General tab at the bottom, select "Events with Images"

As for the second one... Can you upload this python file and the other file you've modified? I think you've just forgotten to enable them in "init.XML" BBATAI uses the same mechanism to add mods as BAT, so what worked in BAT should work in BBATAI.

I'll know more after I have a look. :)
 
Ohhhh! well that explains a :hmm: moment I just recently had. my thx Your Lemonyness :rockon:
 
Better BAT AI v 2.0 has been released!

For all of you patient fans, please see the first post in this thread. :)
 
Ok I've fixed it. With the entry in the init.xml it is working, thanks for your help!

What do you have changed in 2.0 compared to the previous version?
I couldn't find anything in your first post.
 
Ok I've fixed it. With the entry in the init.xml it is working, thanks for your help!

What do you have changed in 2.0 compared to the previous version?
I couldn't find anything in your first post.

I was wondering the same thing. I was hoping for more Civ's to be the key component of Better Bat 2.0.

Beyond wanting a larger line up of civs like in the mods Civ Gold or Civ Destiny, I don't know of anything in Better Bat to be improved, it's already I think the best mod I've played.
 
I was wondering the same thing. I was hoping for more Civ's to be the key component of Better Bat 2.0.

Beyond wanting a larger line up of civs like in the mods Civ Gold or Civ Destiny, I don't know of anything in Better Bat to be improved, it's already I think the best mod I've played.

I'm glad you think so. :)

I'm trying to work out a diplo text problem with extra civs, which is why there aren't any right now. Now that I have the release of BAT and BBATAI out of the way, I can spend more time on them.

What do you have changed in 2.0 compared to the previous version?
I couldn't find anything in your first post.
See the spoiler under "new goodness".
 
Playing the newest v of Betterbat, and I have a question.
Suddenly there is on the left of the screen a display of my current civics. How do I turn this off?:confused:

Edit: While I'm at it, there is also a display in the bottom right of the screen with my contacts. This can be minimized by clicking on yourself, but can this be turned off as well. I don't like all this stuff cluttering my main map screen, when I can get that info by clicking on my advisers buttons.

Also noticed two other things I am having a bit of a problem with:
1 - There's no "grant independence" icon (you know the little fist) on the city adviser screen anymore, how to you grant a couple of cities far away independence?
2 - Before v2 there you could single click on a city (or a unit stack) and that would bring up along the bottom the units in the city, and then you could click on one of the unit icons to activate that particular unit. That no longer works, you can only activate the first unit in the line. For example, if you have a longbowman and a spearman in the city, you can only activate the longbowman, and that if you want to upgrade or move the spearman, you have to actually move the longbowman out of the city (or off the same square) and unit management is a a lot more difficult because of it.
 
Ok.
Is it possible to update the previous version to this one? Otherwise I have to do all of the merging stuff again...
No. I'm afraid that you'll have to do the merging again.

Playing the newest v of Betterbat, and I have a question.
Suddenly there is on the left of the screen a display of my current civics. How do I turn this off?:confused:
You can't. (Yet) I'll address this in a patch.

Edit: While I'm at it, there is also a display in the bottom right of the screen with my contacts. This can be minimized by clicking on yourself, but can this be turned off as well. I don't like all this stuff cluttering my main map screen, when I can get that info by clicking on my advisers buttons.
AFAIK, this has never been able to be turned off. It's part of BTS. You can minimize it by clicking on yourself, but it always stays there.
Also noticed two other things I am having a bit of a problem with:
1 - There's no "grant independence" icon (you know the little fist) on the city adviser screen anymore, how to you grant a couple of cities far away independence?
The fist is there on my copy. I don't know why it isn't there on yours. The command is ALT-F1 by the way.

2 - Before v2 there you could single click on a city (or a unit stack) and that would bring up along the bottom the units in the city, and then you could click on one of the unit icons to activate that particular unit. That no longer works, you can only activate the first unit in the line. For example, if you have a longbowman and a spearman in the city, you can only activate the longbowman, and that if you want to upgrade or move the spearman, you have to actually move the longbowman out of the city (or off the same square) and unit management is a a lot more difficult because of it.
I'm not quite sure what you mean here, but I'll test it out and get back to you. I haven't touched any of the unit control code, so I'm not sure why this would happen, but I'll see if I can figure it out.

Edit: It seems to be working fine for me. Can you post a screenie of what you're saying doesn't work, please?
 
AFAIK, this has never been able to be turned off. It's part of BTS. You can minimize it by clicking on yourself, but it always stays there.

If you meant the scoreboard, there is a button to turn it off even in BTS.
One of those above the minimap.
 
If you meant the scoreboard, there is a button to turn it off even in BTS.
One of those above the minimap.

Thanks Platy. I never knew that! :)
 
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