jdog5000
Revolutionary
A new development version has been posted, 0.60H!
I'm attempting to make 0.60 a particularly stable and solid release for other mods to incorporate, so it would be wonderful if you help make this happen! I've already done a bunch of testing, so the mod should not crash on you so you can play with this. When the full 0.60 release comes out you will be able to switch to playing with that, all Better BTS AI releases are save game compatible. Be warned, however, that the debug DLL used here is significantly slower than the normal DLL. I can play Large maps at acceptable speeds with an optimized DLL but usually stick to Standard with the debug version.
If you get a crash, an assert popup, or see some odd behavior, please post and include a save if possible.
The full change list is included above, though it's from vanilla 3.17 and not the immediately prior version. Newer changes are always at the end of the sublists though.
Several of the more interesting changes, fixes to spark you interest:
- Fixed bug in CvPlayerAI::AI_calculateUnitAIViability which blocked main logic for AI building of Privateers
- Created new logic for AI to run assault transports to reinforce its existing positions without building up new full invasion force
- AI can now time smaller transport loads to arrive at the same time as bigger invasion stacks
- Vassals will now be better prepared to participate when their AI master is planning a war. If their master is a human, they will be probabilistically be a bit better prepared.
- Fixed bug where settlers with no path to city sites on same continent would idle indefinitely and never load on transports
- AI will now transfer some troops to the new world to conquer barbarian cities if it isn't doing anything else with them
- Holding down SHIFT+ALT and clicking on a leader in the scoreboard now sets your civ's warplan to WARPLAN_PREPARING_TOTAL, like the AI does when beginning war preparations and can be used to signal to Vassals that they should begin preparing for war (not multiplayer compatible)
- Modified CvMainInterface.py to show on scoreboard when player is set to planning a war against another player using WAR in yellow instead of red
- Air units can now be set to explore, they use the same explore logic as AI planes and then have extra logic if that doesn't push a mission. Note that planes on auto explore always move at the very beginning of your turn.
- In debug mode the game places colored circles on the map for the plots where civ's want to build cities (you have to change which unit you have selected to get them to show initially or update after a turn)
I'm attempting to make 0.60 a particularly stable and solid release for other mods to incorporate, so it would be wonderful if you help make this happen! I've already done a bunch of testing, so the mod should not crash on you so you can play with this. When the full 0.60 release comes out you will be able to switch to playing with that, all Better BTS AI releases are save game compatible. Be warned, however, that the debug DLL used here is significantly slower than the normal DLL. I can play Large maps at acceptable speeds with an optimized DLL but usually stick to Standard with the debug version.
If you get a crash, an assert popup, or see some odd behavior, please post and include a save if possible.
The full change list is included above, though it's from vanilla 3.17 and not the immediately prior version. Newer changes are always at the end of the sublists though.
Several of the more interesting changes, fixes to spark you interest:
- Fixed bug in CvPlayerAI::AI_calculateUnitAIViability which blocked main logic for AI building of Privateers
- Created new logic for AI to run assault transports to reinforce its existing positions without building up new full invasion force
- AI can now time smaller transport loads to arrive at the same time as bigger invasion stacks
- Vassals will now be better prepared to participate when their AI master is planning a war. If their master is a human, they will be probabilistically be a bit better prepared.
- Fixed bug where settlers with no path to city sites on same continent would idle indefinitely and never load on transports
- AI will now transfer some troops to the new world to conquer barbarian cities if it isn't doing anything else with them
- Holding down SHIFT+ALT and clicking on a leader in the scoreboard now sets your civ's warplan to WARPLAN_PREPARING_TOTAL, like the AI does when beginning war preparations and can be used to signal to Vassals that they should begin preparing for war (not multiplayer compatible)
- Modified CvMainInterface.py to show on scoreboard when player is set to planning a war against another player using WAR in yellow instead of red
- Air units can now be set to explore, they use the same explore logic as AI planes and then have extra logic if that doesn't push a mission. Note that planes on auto explore always move at the very beginning of your turn.
- In debug mode the game places colored circles on the map for the plots where civ's want to build cities (you have to change which unit you have selected to get them to show initially or update after a turn)