ExtraModMod continued

I solve this by enabling increasing difficulty, but I assume you already start at deity? (Of course, a smart AI is more fun than just stacking boni.)

It would be best to have some data on this, if anybody wants to run some test games and look at the BBAI log, feel free to. Also, do you have similar problems in EitB?
If the problem with expansion really is that not enough settlers are produced, then it's fixable (though time-consuming to test). Otherwise I don't even have an idea where to start.

In any case, I'll make the code f1rpo mentioned toggleable via game option.
Late reply, but fwiw I have seen some similar issues. I think it's more of a early-midgame thing, since once the AI decides to start getting involved in wars that are 120 tiles away, they'll basically never build or settle new cities, which can make things like overseas colonization free expansion for a human player (since the AI will almost only ever conquer barb cities and never settle past that). Similarly i've managed to wiggle out of slow start Huge Deity runs by just REXing while the much stronger AI is content to slowly expand/stagnate with its current decent empire which leaves them outscaled in the late game. I'd think you could increase performance a good amount with a couple small/decent tweaks in this regard.


Also completely unrelated to this topic, please make water mana nodes count as fresh water sources for the farm chain lovers:)


edit- completely unrelated, but it'd be cool to be able to sell treasure chests on the trade screen like you can siege/ships/animals

edit2- is it WAD that marksman doesn't work on naval units/stacks? Not necessarily complaining since I think magic missiles being able to go straight for transports would be busted, but is something I hadn't noticed before recently.
 
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New release: 0.6.0-beta9
Download setup | Download archive
Full changelog

This release includes MNAI 2.9.2u and MNAI 2.9.2-1u.

In addition to that, there are two small bugfixes and a small gameplay change: Very remote areas now get a significantly higher density of lairs, to make them more interesting. Let me know if you feel it's too much. In the future, I want to ensure at least one lair per uninhabited island (maybe only starting from a certain size).
 
This is a bit of an edgecase, but would it be possible to allow for Scorpion Clan units to have a little upgrade path to the other ones? I had a wild game where buying a few goblins early vs a dovello rush gave me a cadre of hyperleveled Wolf Riders in the early game that it feels bad to have to start sunsetting since they can't upgrade to chariots at all.
Yes, that makes sense.

Also completely unrelated to this topic, please make water mana nodes count as fresh water sources for the farm chain lovers:)
That sounds like a fun feature, but it's not trivial to implement unfortunately. Added to the list.

edit- completely unrelated, but it'd be cool to be able to sell treasure chests on the trade screen like you can siege/ships/animals
That would require a little more thought on how the AI would handle that, I think. I'll add it to the list.

edit2- is it WAD that marksman doesn't work on naval units/stacks? Not necessarily complaining since I think magic missiles being able to go straight for transports would be busted, but is something I hadn't noticed before recently.
No idea, there's no way to attack ships with marksman in vanilla FfH, right? Anyway, as you say, this is probably fine as is.
 
Does a city not on the coast but connected to water by a fort have the ability to build ships?
No. A city needs to be next to a body of water with 20 tiles to be able to build ships (work boats depend on the presence of water resources).
 
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Story checks out

No. A city needs to be next to a body of water with 20 tiles to be able to build ships (work boats depend on the presence of water resources).
Thank you!
 
It seems to be all barbarians actually. I haven't had time to test it, but if its not showing up with other games, I wonder if its something to do with unrestricted leaders, i.e. barbarian happened to be assigned a leader with the slaver trait.
 
Here it is. Unrestricted leaders doesn't seem to have worked (everyone's leaders are leaders their civ can have) so maybe I made a mistake when doing that setting. I'll run more tests later. In the meantime enjoy my Illian conundrum.
 

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The AI is night and day. Came back to FfH have years to find great work has been done!

Skimming the patch notes I saw something about the scenarios being available, but when I try to load them the game kicks back to FfH2 base. Am I missing something or are the scenarios not available with the EMM changes?
 
Skimming the patch notes I saw something about the scenarios being available, but when I try to load them the game kicks back to FfH2 base. Am I missing something or are the scenarios not available with the EMM changes?
The "Fall From Heaven II Scenarios" dummy scenario hasn't been updated to the new mod name, I will fix that for the next version. But this is quite unreliable anyway, I recommend starting the scenarios directly by double-clicking on the files in the Assets/XML/Scenarios directory.

Opinion: there should be a "resist force" promotion like "resist poison" or "resist lightening"
In DnD, force damage cannot generally be resisted, so I think it's fine as is.
 
What is causing this blockade? I'm in WB to confirm that its not an invisible unit.

1714457179425.png
 

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Hi, I noticed that casting Sanctify on a Graveyard produces a Host of the Einherjar that does have a summoning duration. This is not documented on the wiki or in the civilopedia. I was wondering if that was added in the ExtraModMod?
PS. Just started using the mod, the performance, UI, AI, really everything is só much better. Should have installed it years ago, I was playing the game with turn times of 3 minutes in the end game. So thank you so much, you are doing amazing work!
 
Also, is there a modders guide for EMM? Can't seem to find it.

Im trying to add my custom leaders to work with EMM, but am not seeing explanation for all the new values in /XML/Civilizations/Civ4LeaderHeadInfos.xml
I think I figured most out as they are self explanatory. Now I'm mainly curious to the following parameters:

XML:
<iWonderConstructRand>20</iWonderConstructRand>
XML:
            <bFemale>0</bFemale>
            <bGraphicalOnly>0</bGraphicalOnly>
            <iAttitudeBadBonus>0</iAttitudeBadBonus>
            <iAttitudeFromFemales>0</iAttitudeFromFemales>
            <iAttitudeFromMales>0</iAttitudeFromMales>
            <iAttitudeToFemales>0</iAttitudeToFemales>
            <iAttitudeToMales>0</iAttitudeToMales>
            <iSomniumAggressiveness>75</iSomniumAggressiveness>

Also, I was wondering why the following are not present in EMM but I did see in the base FFH2 mod in /XML/Civilizations/Civ4LeaderHeadInfos.xml. The comments are added by me to make it easier remembering what does what when making a new leader. I found the meaning for most of these parameters on a forum discussion around the Wild Mana modmod, but I got the parameters themselves from the base FFH2 /XML/Civilizations/Civ4LeaderHeadInfos.xml file:

XML:
            <iAIPatrolGroupMage>100</iAIPatrolGroupMage> <!--How much a Leader will add Warwizards to Patrols. Default is 100. - Source: Wild Mana for FFH2 forum -->
            <iAIPatrolGroupSize>100</iAIPatrolGroupSize> <!--How much a Leader cares about building Patrols for his empire. Default is 100. Shouldn't be set lower than 50. - Source: Wild Mana for FFH2 forum -->
            <iAIValueDefense>100</iAIValueDefense> <!--How much a Leader values Defense for his Cities. Default is 100. Shouldn't be set lower than 50. - Source: Wild Mana for FFH2 forum -->
            <iAIValueMage>100</iAIValueMage> <!--How much a Leader values Mages for City Defense. Default is 100. - Source: Wild Mana for FFH2 forum -->
            <iEconomyTechValue>80</iEconomyTechValue> <!--How much a Leader values Economy Techs. Default is 100. Should be set to something between 70 and 130. - Source: Wild Mana for FFH2 forum -->
            <iFavoriteEarlyMilTech>TECH_NECROMANCY</iFavoriteEarlyMilTech> <!--The Tier2 Tech a Leader beelines once his economy is stable. Default is NO_TECH - Source: Wild Mana for FFH2 forum -->
            <!--<iFavoriteEarlyReligion>NONE</iFavoriteEarlyReligion>--> <!--The Religion a Leader gets just for an early happiness boost. - Source: Wild Mana for FFH2 forum -->
            <iFavoriteEarlyTech1>TECH_WARFARE</iFavoriteEarlyTech1> <!--Tech a Leader beelines in the early game. Default is NO_TECH - Source: Wild Mana for FFH2 forum -->
            <iFavoriteEarlyTech2>TECH_WARFARE</iFavoriteEarlyTech2> <!--Tech a Leader beelines in the early game. Default is NO_TECH - Source: Wild Mana for FFH2 forum -->
            <iFavoriteEarlyTech3>TECH_WARFARE</iFavoriteEarlyTech3> <!--Tech a Leader beelines in the early game. Default is NO_TECH - Source: Wild Mana for FFH2 forum -->
            <iFavoriteEarlyWonder>BUILDINGCLASS_FORM_OF_THE_TITAN</iFavoriteEarlyWonder> <!--Wonder, whose technology requirement a Leader will beeline in the early game -->
            <iFavoriteLateWonder>BUILDINGCLASS_GUILD_OF_HAMMERS</iFavoriteLateWonder> <!--Wonder, whose technology requirement a Leader will beeline once he has access to tier3 units and the most important techs for his civilization -->
 
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Why can't I build a farm on this irrigated flatland tile after researching construction?
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Why can't I build a farm on this irrigated flatland tile after researching construction?
That tile is not actually irrigated. Check the tooltip on the rice. I think the "Irrigated +1F" in the build tooltip is always there.

What is causing this blockade? I'm in WB to confirm that its not an invisible unit.
I found some some BBAI code that apparently intends to fix blockades not working and may be causing this. (There is a separate underlying issue that I can't find, though.) I will disable that code for the next release; phantom blockades like this are far more annoying. Unfortunately, there is no real way to fix this in-game, since the blockade stuff is not exposed to python.

Hi, I noticed that casting Sanctify on a Graveyard produces a Host of the Einherjar that does have a summoning duration. This is not documented on the wiki or in the civilopedia. I was wondering if that was added in the ExtraModMod?
You mean does not have a summoning duration, right? It is documented in the Graveyard pedia entry :). I made a note to also put it into the spell tooltip.

Also, is there a modders guide for EMM? Can't seem to find it.
All documentation I wrote (apart from comments in the code) is in the doc/ folder.

Now I'm mainly curious to the following parameters:
<bFemale>1</bFemale> makes the leader female, otherwise he's male. <iAttitudeFromFemales> etc. are pretty self-explanatory, right? They're only used for Falamar (likes and is liked by women) and Os-Gabella (dislikes men). <bFemale> is not used for anything else.

<iWonderConstructRand>: Larger values make the leader more likely to build wonders with longer duration.

<iAttitudeBadBonus>: Multiplier for how much the leader dislikes you for using bonuses with <BadAttitude>, like death mana. 0 means they don't care. This is displayed in-game as something like "-X: you use death mana" in the leader tooltip.

<SomniumAggressiveness>: Makes the leader more aggressive when playing somnium, and also dumber and have a worse memory. I haven't check exactly what that means. Should be between 0 and 100.

Also, I was wondering why the following are not present in EMM but I did see in the base FFH2 mod in /XML/Civilizations/Civ4LeaderHeadInfos.xml.
These were all removed by Tholal (see commit), because they were unused. I did a spot check and they seem to be unused in vanilla FfH, too.
My guess is they were either the result of an unfinished and abandoned merge, or they were superseded and disabled at some point, without removing them (perhaps because the AI didn't need that kind of hardcoding anymore).

By the way, if you have some basic knowledge of programming, you can check what tags do yourself relatively easily. ALl the code of the mod is here: https://notabug.org/lfgr/more-naval-ai. You can download a zip of the whole thing, and using "Find in Files" in your favorite editor usually gives you all locations a tag is used (search without the starting "b" or "i", like "AttitudeBadBonus").
 
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