C2C - UEM - Ultimate-Earth-Map 100% MOD and SVN update compatible by Pit2015

BUG/PROBLEM:

Hmm can we have a function build into mod to remove a promotion from a unit? Like you move the unit into a city and then you can kill a promotion you dont want to have that unit anymore?
Not until the Neuralyzer tech...;)

But seriously, realisticly most promos, since they represent training, should not be removable (without mindwiping). Ones that represent "doctrines" (none spring to mind) it is fair enough to remove.
 
Not until the Neuralyzer tech...;)

But seriously, realisticly most promos, since they represent training, should not be removable (without mindwiping). Ones that represent "doctrines" (none spring to mind) it is fair enough to remove.
The plan I'm working on and have been for years here is that training buildings can enable a mission that will let them undergo a training process that takes some time and then ends with the promo being removed and a promotion choice remaining to make.

What we have currently in the code is the ability to make a retrain possible but its immediate and training buildings to enable it are not well defined. I need to make it possible to identify that a building enables a retraining for the types it can train and while I think that may even be in place and possible now, I believe I got stuck on training buildings not being comprehensive to offer the option for all unit types. I also still need to integrate the original plan into a mission so that the retraining MISSION can only be started and completed where the unit associated building exists. I need to define the mission as something that takes some time, scaled to the gamespeed, rather than the immediate action that it was originally planned to be.

I need to evaluate that deeper and flesh that out so that every unit type HAS an associated training building throughout the eras those units will exist. This will also give the green light at that point for the ongoing training stuff (getting xp per round) which I have also decided to convert to a system that uses a buildup to enact the option and have that buildup require the presence of a given building (the prereq tag for that has been developed).

So there's some fiddly code and design hangups on both sides of the training project really. Getting the unit review I'm doing complete first seems an appropriate step to better prepare for all this. And much more.
 
BUG/PROBLEM:

Ah damn i can restart again? :cry::mad: What have you done to AI again? Damn let it run was good before some months. Ok thats the price when developing the AI to better... AI is not building any animal myth anymore, must killing there animals for gold or something... look into AI testsave, look into AI citys not one animal myth in any AI city. Tell me when this is fixed maybe i continue current game anyway then instead of restarting.

In one city i saw a subdued animal, may be also possible that the AI is not hunting at all anymore.

Also AI should build only units if attacked.

Also in some AI citys alot of storyteller units.

Damn really dont touch things that work good, finish other stuff first if possible.

To test AI go to worldbuilder and put in a special agend unit into AI citys, then exit worldbuild and look into the city.
 

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In one city i saw a subdued animal, may be also possible that the AI is not hunting at all anymore.
There was a major fix to that mid this week.
Damn really dont touch things that work good, finish other stuff first if possible.
Ah you know how it goes. You're addressing a real problem and fix it but create others in the process.
 
There was a major fix to that mid this week.

Ah you know how it goes. You're addressing a real problem and fix it but create others in the process.

Yeah yeah but i am very very angry now. :goodjob: Damn... i will do a autoplay before starting a new game and look into AI first.

Hopefully there will be one day i can game until atomic era with good AI then i dont update and go to there and stop techs there.

But there must be more of a problem, AI dont build any myths... maybe has nothing to do with scared hunters. Looks like also if they get animals the AI dont builds any myth.
 
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v38 v39 AI was good, why you touched it????? Get it back maybe if possible.

Must be more of a problem, AI dont build any myths... maybe has nothing to do with scared hunters. Looks like also if they get animals the AI dont builds any myth. Looked into old saves, still same no myths since my gamestart.

AI is bugged now.

Let me know here if that is fixed and AI is building myths again please. Also look into that AI dont builds alot of storytellers to get education to stupid levels. Building AI was in v38 v39 also better, it builded military units if attacked not buildings and sometimes units. AI should build units until gold reached -1 gold if attacked.
 
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v38 v39 AI was good, why you touched it????? Get it back maybe if possible.

Must be more of a problem, AI dont build any myths... maybe has nothing to do with scared hunters. Looks like also if they get animals the AI dont builds any myth. Looked into old saves, still same no myths since my gamestart.

AI is bugged now.

Let me know here if that is fixed and AI is building myths again please. Also look into that AI dont builds alot of storytellers to get education to stupid levels. Building AI was in v38 v39 also better, it builded military units if attacked not buildings and sometimes units. AI should build units until gold reached -1 gold if attacked.
Update to latest SVN, there was problem with units recently.

Play on Nightmare too - you can get 5 cities before AI has chance to expand at all.

Move cities so they border with oceans from start - a lot of cities is one tile from coast.

It appears animals have trouble spawning on your map.
Your map has Peace Among NPCs, Animals Stay Out and Reckless Animals on by default.
 
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Deity is hard enouth, took me 20 gamestarts to get ahead and take 5 citys, thats not easy now, is hard to do and no guarantee that you stay ahead long.

Is intended not to let start most citys at coast, there will be coastal citys as tribalismus comes up fast.

Animals spawn fine on map, all the years. AI falls back in research to much now because its not building any myths.

AI has do be overwriten with v38 v39 AI or needs to be fixed.
 
Deity is hard enouth, took me 20 gamestarts to get ahead and take 5 citys, thats not easy now, is hard to do and no guarantee that you stay ahead long.

Is intended not to let start most citys at coast, there will be coastal citys as tribalismus comes up fast.

Animals spawn fine on map, all the years. AI falls back in research to much now because its not building any myths.

AI has do be overwriten with v38 v39 AI or needs to be fixed.
So they aren't producing enough units?

I managed to reproduce that bug with myths - AIs don't want to build buildings with units for some reason, its new bug.
 
Bug with myths not being built is now fixed

Good job.

Look into AI looks like they building roads everywhere before they upgrade land plots? Should be build a road then a upgrade like corn gatherer then next road then next upgrade.

Yes AI builds one unit then one building if attacked, when i attack with neanderthals, maybe they will behave in a better way when war is declared. Unsure, i did not test yet but i think was the same when i declared war.

Also AI should use 3-4 gatherrs if possible in one army to upgrade again if possible. Now they use mostly one gatherer to upgrade.

SVN is ALPHA BUILD. If you want stable play v40. SVN *will* break.

Maybe this AI bug is also in v40, SVN AI should be good. All works good, exept AI failes now.


I will go now and update my stellaris Ultimate-Galaxy and start a new game there, i am back in a few days and start a autoplay and looking into AI then, then i start a new game.

 
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v38 v39 AI was good, why you touched it????? Get it back maybe if possible.
Don't pretend there haven't been major problems all along. There's ALWAYS something to address. We're actually closer than ever to having a truly stable and effective AI but it takes work and some of that work sometimes exposes other issues or creates other issues. No need to panic or get frustrated about it. It's how development works. 2 steps forward 1 back and sometimes you might see the one back more clearly than you even realized the need for the 2 steps forward. But once a step back appears, it's usually something we're already working on addressing.
 
Don't pretend there haven't been major problems all along. There's ALWAYS something to address. We're actually closer than ever to having a truly stable and effective AI but it takes work and some of that work sometimes exposes other issues or creates other issues. No need to panic or get frustrated about it. It's how development works. 2 steps forward 1 back and sometimes you might see the one back more clearly than you even realized the need for the 2 steps forward. But once a step back appears, it's usually something we're already working on addressing.

Yes yes thats why i report alot. Keep up the good work, i know much of what i reported got fixed.
 
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@Pit2015 there is problem if map has defined 40 or more players:
Stay the Hand status is missing, this means other things are probably messed up.

You need to delete one AI.
That is maps and scenarios can have only 39 players at max.
Players and teams of ID 40 and greater are reserved to be NPCs.

Some random player gets removed from game anyway
 
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@Pit2015 there is problem if map has defined 40 or more players:
Stay the Hand status is missing, this means other things are probably messed up.

You need to delete one AI.
That is maps and scenarios can have only 39 players at max.
Players and teams of ID 40 and greater are reserved to be NPCs.

Some random player gets removed from game anyway

Ok will do a update later.
 
OMG! Color me impressed! The AI seems to know what it's doing in a nuclear war... daaaamn! And all over a football game??? That's truly hilarious! Welcome to the world of the future. Hope this isn't an Oracle for planet Earth 2024 here.
 
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