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[BTS] v0.2 Discussion thread

Discussion in 'Civ4 - Better AI' started by jdog5000, Jun 29, 2008.

  1. jdog5000

    jdog5000 Revolutionary

    Nov 25, 2003
    Discussion thread for all things related to version 0.2.

    Better BTS AI v0.2 Changelog

    - Fixed bug in player closeness calculations causing the AI to be blind to its actual proximity to other players
    - Fixed bug with needed defenders where the AI would choose to defend a recently captured holy city less than a normal city

    War strategy AI
    - Modified how closeness is used for determining who to attack, different settings for regular and Aggressive AI

    Naval AI
    - Modified bombard behavior. Priority remains on supporting player's ground troops, if none then consider supporting other troops with common enemy and spreading out stacks to increase reach of blockade.

    Barbarian AI
    - Barb ships will now often blockade cities for a few turns before moving on if they have no nearby targets
    - Barb ships trapped by ice or around 1-tile islands are now removed so more can spawn

    General AI
    - Modified city closeness calculations to use population from both cities, not just pop of the other city
    - Created functions for determining when cities share the same water area (lake, ocean)
    - Partial implementation of a new A* solver for determining closeness, does not yet affect calculations

    - Added AIAutoPlay mod
    - Modified debug mode output to show relevant information for these developments

    Better BTS AI also includes Solver's unofficial 3.17 patch version 0.17.
  2. glider1

    glider1 Deity

    May 29, 2006
    Where animals hop not run

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