CiVUP - CiV Unofficial Patch

The 'Global Building Happiness' modifier - it's unclear to me exactly what this, being either zero or a negative number at various stages, is meant to represent, and how it's derived.
 
Hey Thal
Why don't you include your better AI in the unofficial patch? It seems such a waste of a fantastic improvement to the AI not to include it for players that just want to play G&K. After all, you could think of an improved AI as a patch of the AI. It is the AI we should have had.

I just TEST tried it out by doing this:
  1. delete every folder in GEM except the AI folder
  2. modify the handicap file as sampled below

The modification to the handicap file is simple. Basically you cut out everything above AIFreeXP so that it defaults to standard handicaps. Then just include your basic enhancements to AI and research rates which is exactly what G&K needs.

eg)
Code:
-<GameData> 
.
.
.
.

[INDENT]-<HandicapInfos>
-<Update> 
[INDENT]<Where Type="HANDICAP_KING"/> [/INDENT]
-<Set> 
[INDENT]<AIFreeXP>25</AIFreeXP> 
<AIFreeXPPerEra>12</AIFreeXPPerEra>
<AIFreePromotion>PROMOTION_HANDICAP</AIFreePromotion> 
<AIResearchPercent>0</AIResearchPercent> 
<AIResearchPercentPerEra>8</AIResearchPercentPerEra> 
<AIProductionPercentPerEra>2</AIProductionPercentPerEra> 
<AIGold>0</AIGold> [/INDENT]
</Set> 
</Update> 
</HandicapInfos>  [/INDENT]
</GameData>

If you do this there are a number of benefits:
  1. It costs you literally nothing because the AI is a duplicate of GEM
  2. You get even more praise
  3. Your AI code gets more exposure
  4. People who play base G&K get the enjoyment of a better AI
  5. People who play G&K will be knocked off their comfort zone and have to relearn the game which is good

Then all you have to do is to include an option in the option file like this:

[Better AI] 1 or 0

and include a liability disclosure statement that people must decrease their difficulty by one or face conquest by the AI :)

Cheers
 
I'll see what I can do about adding a second tooltip. Firaxis used very different code for the two tooltips, so it will require 3-5 hours of work, instead of a simple "enable this code" type thing.

I personally don't use any of the top-left dropdown things like the "next tech" display. I feel it takes up too much space on my screen. This is why I show the upcoming tech on the top bar. :)

Oh, it's a lot of time, too much for a mere tooltip returning :)

I guessed so :), if only firixes made an option what to display in topbar and what in the topbar's tooltip.
 
Hey Thal
Why don't you include your better AI in the unofficial patch? It seems such a waste of a fantastic improvement to the AI not to include it for players that just want to play G&K. After all, you could think of an improved AI as a patch of the AI. It is the AI we should have had.

UP is *only* cosmetic, quality of life improvements (turns remaining for policy for example), or blatently obvious bugs, never functional changes.
 
How about a separate vanilla AI mod as an alternative to GEM?

Yeah I was getting confused. I considered improvement to the AI as an enhancement to the base game, when Zaldron correctly points out that it is a functional change (even if it is an enhancement).

So the way to go is a "Better AI" project that could be installed along side the patch, exactly as we have had in past civ series (except that it was a blended mod). Personally I think that Thal's AI code changes in GEM are good enough for such a mod.

But it's more work to manage, and perhaps people should just play GEM! It's really up to Thal, what he thinks is best, because he is the author of these improvements.

Cheers
 
Yeah I was getting confused. I considered improvement to the AI as an enhancement to the base game, when Zaldron correctly points out that it is a functional change (even if it is an enhancement).

So the way to go is a "Better AI" project that could be installed along side the patch, exactly as we have had in past civs. Personally I think that Thal's AI code changes in GEM are good enough for such a mod.

But it's more work to manage, and perhaps people should just play GEM!

Cheers

It would seem like a non-trivial chunk of improved AI performance is based upon GEM changes to policies, buildings, tiles, and how those would impact its priorities as a result. Probably the AI would be improved (somewhat to substantially) without these changes alone, but a number of GEM changes to wonders or buildings or policies are based and defended in part by their ability at improving AI decisions.
 
Just Thal's AI folder from GEM with default handicaps is already a big improvement and seems not to interfere with G&K or CivUP. I've tried it s per the post above.
Cheers
 
Just Thal's AI folder from GEM with default handicaps is already a big improvement and seems not to interfere with G&K or CivUP. I've tried it s per the post above.
Cheers

Woot :)

That seems really impressive and I will certainly try this out. I just hope I do not mees things up.!

Thanks for sharing and also if Thal could consider the AI aspect of the GEM mod to couple with the UP, without crating too much work, then that would be a great combination.

When you note to delete every folder within the GEM folder does that also include the file GEM.xml...........?

Ok I think that I have edited each of the playing levels correctly now, like Warlord, Prince, King etc.

So could you check out my file to see if I have done that correctly please...?
 

Attachments

Which mod was it that had the three little tabs in the bottom right of the screen beside the mini map that gave the number of turns left on Trades, City States and Building Turns? I really miss that mod.

I had thought that it was part of VEM in the past but now I can't remember. Is that coming soon in one of the new modules?

If not can we get one of you great modders out there to revamp and get it G&K compatible? Please! :dunno:
 
The 'Global Building Happiness' modifier - it's unclear to me exactly what this, being either zero or a negative number at various stages, is meant to represent, and how it's derived.

I noticed this too, and I'm working at figuring out what's going on.

@glider1
A lot of people seem to like a mod that has no actual gameplay effects... buffy, bug, and the hall of fame mods in Civ 4 were like this. This is why I keep the interface stuff (civup) separate from the gameplay stuff (vem/gem).

Much of the improved AI also depends on code in vem/gem... without that code, the AI changes wouldn't work. Production per era, the AI handicap promotion, AI experience bonuses... all this stuff depends on code that's tied in to the vem/gem stuff. It would take more time to maintain a GEM version and non-GEM version of the AI code. I could do that if there were other people writing the code, but for now it's just me. I think your suggestion is a good one, but it's hard to maintain separate mods. :)


@Dunkah
That mod was CivWillard.
 
@Dunkah: I'm pretty sure that's CivWillard?

it's not included in civup/GEM, 1.0 does not work with G&K but 2.0 is under development :)
 
enjoying your mod, thanks!

I like being about to hold down the control key and see the tile improvements all listed in one spot.

One small note: there are some occassions when Jungle tiles generate science. When you are examining a jungle tile with a worker and the control key, the generated science shows up even for options that remove the jungle tile. Science icons should not be present for options that cause the jungle tile to be removed.
 
enjoying your mod, thanks!

I like being about to hold down the control key and see the tile improvements all listed in one spot.

One small note: there are some occassions when Jungle tiles generate science. When you are examining a jungle tile with a worker and the control key, the generated science shows up even for options that remove the jungle tile. Science icons should not be present for options that cause the jungle tile to be removed.

It doesn't even get the food right when you build a plantation on bananas so I expect there's no hope to have science correct within a mod.
 
@tatterdemalion
That is a bug with the vanilla functions only Firaxis has access to. I agree it's annoying. I could write new functions that work correctly, but it would take hours to accomplish, so I focus on other priorities. :)
 
Good point but, and I will check to see if I'm right, within the same city radius jungle tiles with and without 2 science. But I would need to check that as I do remember just flipping from one city screen to another to assign citizens etc when I noticed and so I could be wrong.

Edit : Just checked and yes you was right, so thanks for that. I was confused, until I brought up the city screen, as to why some jungle tiles had 2 science and other s none within the same cities area of control.
 
Hi,I'm enjoying this MOD. :)
But how can I disable the "Extra Diplomacy Text" MOD? I'm not native in English, so it makes the AIs bilingual. :(
 
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