Feature Requests and Discussion

I forgot about Council of Esus. I've almost never adopted it myself -- whether playing base FfH or one of the modmods -- so it's not one I really think about.
 
Can you allow Roads to connect resources on Peaks so that they may be used in cities?

I have figured out how to use CvGameUtils.py to let workers move through peaks and build mines, quarries, and roads there while running the Arete civic. It seems like this should be enough to connect the resources, but it is not.

It seems like currently only riverside peaks can have their resources (which thy wouldn't have in a normal Civ game, but may in my modmod) exploited.
 
Can you get the AI to plan devious attacks in addition to whatever it is trying to do now? Like have a contingent of raider horses attack core cities that are under-defended, or sail in 6 boats of mixed troops to defenseless sea cities?

Basically I want the AI to scare the crap out of me by not always being predictable by focusing on the front line. They should be attacking multiple points.

On top of that, can the AI actually have a fleet of boats ready to go before declaring a naval war?
 
And can it understand its range of engagement, and be ready to burn cities it can reach in one move?
(Yeah the answer is probably not...)
Also not always moving with the slowest unit if it has good odds...
 
I recently had a war where I reduced the Balseraph AI to one empty city with 1 population, with only the very last attack of the war made using a HN unit, and they still wouldn't accept capitulation. They still had Loki and a couple Triremes, but still. In fact, they wouldn't even give away their best tech in peace negotiations.

Seriously, something is very off about the AI's ability to appreciate the position it's in in a war.
This is still happening to me in every game. The Capitulation option seems like it may as well not exist in the latest version.

Is this a side-effect of using advanced tactics? Has anyone been able to get a civ to capitulate in war in the last two versions of MNAI when using advanced tactics? Or at all?
 
Are you sure you have the feudalism tech, because I haven't had problems with capitulation?
 
Are you sure you have the feudalism tech, because I haven't had problems with capitulation?

Yes, absolutely. FWIW I don't believe the capitulation option even appears without the tech.

Are you using advanced tactics?
 
Yes, but I do know that if they REALLY hate you, it can take a while for them to capitulate, even when they should. One of the coders should have info on exactly what the capitulation requirements are?
 
Yes, but I do know that if they REALLY hate you, it can take a while for them to capitulate, even when they should. One of the coders should have info on exactly what the capitulation requirements are?
By "a while", are you referring to time, war score, or relative power? In this case I had used a HN unit for the last kill, so the Malakim had literally zero units remaining when they refused to capitulate. They even refused to give up the one tech they had that I didn't.

FWIW they didn't hate me that much, either. Some negatives due to the war, but they weren't very far below zero.

Do I just need to sit there for a couple dozen turns and wait for them to accept that they need to give in?
 
The last time it happened to me, I had to wait like 10 turns, but they capitulated. Try to avoid getting EXTRA negative marks when you are at war with them.
 
This modcomp removes the CivilizationYieldType, CivilizationYieldChange and sections CivilizationYieldRiverChange from CIV4TerrainInfos.xml.

Hey Terkhen. I tried importing this code today and ran into an issue. I get an assert error on load when using a debug build.

EDIT: I found the problem. In CvXMLLoadUtilitySet.cpp, line 1008, there is an extra bit of code there that should be deleted.

Spoiler :

Code:
Assert Failed

File:  CvInfos.cpp
Line:  11600
Expression:  false
Message:

The code is as follows:

Code:
bool CvBuildingInfo::readPass3()
{
	if (m_aszExtraXMLforPass3.size() < 1)
	{
		[COLOR="Red"]FAssert(false);[/COLOR]
		return false;
	}
	m_iPrereqCiv = GC.getInfoTypeForString(m_aszExtraXMLforPass3[0]);
	m_aszExtraXMLforPass3.clear();
	return true;
}

Red line is the assert error. Now obviously your code doesnt include buildinginfo changes, so I'm guessing that something isnt set up quite right in the XML load? Any ideas?
 
This is still happening to me in every game. The Capitulation option seems like it may as well not exist in the latest version.

I havent seen a problem with it myself. I cant view any savegames from 2.4xx at the moment, but I'll revisit this issue after the 2.5 release.

In the meantime, you do have the option of playing with Advanced Tactics, and creating a Puppet State of the civ you're attacking. If you eliminate the civ, your Puppet State will become a 'legitimate' vassal.
 
Hey Terkhen. I tried importing this code today and ran into an issue. I get an assert error on load when using a debug build.

There was a error on my part on the changes to how the readPass methods are executed. A line that should have been deleted caused CvBuildingInfo::readPass3() to run multiple times, which I guess that triggered the assertion on the second run. I have reviewed all changes for errors, just to be sure. I'm attaching an updated version, created against r1409.
 

Attachments

There was a error on my part on the changes to how the readPass methods are executed. A line that should have been deleted caused CvBuildingInfo::readPass3() to run multiple times, which I guess that triggered the assertion on the second run. I have reviewed all changes for errors, just to be sure. I'm attaching an updated version, created against r1409.

I got the same error yesterday when merging. I assumed it was related to the <PrereqCiv> Tag (obviously saved in m_aszExtraXMLforPass3) being empty, instead of "NONE". Of course I may be wrong.

EDIT: I merged ExtraModMod, not the isolated component.
 
The last time it happened to me, I had to wait like 10 turns, but they capitulated. Try to avoid getting EXTRA negative marks when you are at war with them.
Interesting. So if I had just waited long enough it would have become an option? I guess I should have just dragged the first war out another dozen turns instead of making peace and coming back for the last city in a second war. Still, this seems silly to me.

I havent seen a problem with it myself. I cant view any savegames from 2.4xx at the moment, but I'll revisit this issue after the 2.5 release.

In the meantime, you do have the option of playing with Advanced Tactics, and creating a Puppet State of the civ you're attacking. If you eliminate the civ, your Puppet State will become a 'legitimate' vassal.
I currently play Advanced Tactics, but no puppet states/revolutions. I had some bad experiences with the revolutions and puppet states code when I tried it, but that was a couple releases back.
 
My last game spawned @randomgoodleader...It wouldn't be so bad if they had a settler. Is the game maybe picking a leader, THEN the civ, instead of the other way around?
 
Can we get a single installer that gives us the latest MNAI without having to install FFH2 and it's patches first?
 
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